// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/CommonTypes.h" #include "Common/FileUtil.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" namespace DX11 { static ID3D11VertexShader* SimpleVertexShader = nullptr; static ID3D11VertexShader* ClearVertexShader = nullptr; static ID3D11InputLayout* SimpleLayout = nullptr; static ID3D11InputLayout* ClearLayout = nullptr; ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; } ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; } ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; } ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; } // this class will load the precompiled shaders into our cache template class VertexShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const UidType& 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" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vTexCoord = inTEX0;\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}, }; 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(SimpleVertexShader, "simple vertex shader"); D3D::SetDebugObjectName(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(ClearVertexShader, "clear vertex shader"); D3D::SetDebugObjectName(ClearLayout, "clear input layout"); SETSTAT(stats.numVertexShadersCreated, 0); SETSTAT(stats.numVertexShadersAlive, 0); } void VertexShaderCache::Shutdown() { SAFE_RELEASE(SimpleVertexShader); SAFE_RELEASE(ClearVertexShader); SAFE_RELEASE(SimpleLayout); SAFE_RELEASE(ClearLayout); } } // namespace DX11