// 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/D3DBase.h" #include "VideoBackends/D3D/D3DShader.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/PixelShaderGen.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { PixelShaderCache::PSCache PixelShaderCache::PixelShaders; const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry; PixelShaderUid PixelShaderCache::last_uid; LinearDiskCache g_ps_disk_cache; ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr}; ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr}; ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr}; ID3D11PixelShader* s_ClearProgram = nullptr; ID3D11PixelShader* s_AnaglyphProgram = nullptr; ID3D11PixelShader* s_DepthResolveProgram = nullptr; ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr}; ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr}; ID3D11Buffer* pscbuf = nullptr; const char clear_program_code[] = {"void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float4 incol0 : COLOR0){\n" "ocol0 = incol0;\n" "}\n"}; // TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA... const char color_copy_program_code[] = {"sampler samp0 : register(s0);\n" "Texture2DArray Tex0 : register(t0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float3 uv0 : TEXCOORD0){\n" "ocol0 = Tex0.Sample(samp0,uv0);\n" "}\n"}; // Anaglyph Red-Cyan shader based on Dubois algorithm // Constants taken from the paper: // "Conversion of a Stereo Pair to Anaglyph with // the Least-Squares Projection Method" // Eric Dubois, March 2009 const char anaglyph_program_code[] = {"sampler samp0 : register(s0);\n" "Texture2DArray Tex0 : register(t0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float3 uv0 : TEXCOORD0){\n" "float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n" "float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1.0));\n" "float3x3 l = float3x3( 0.437, 0.449, 0.164,\n" " -0.062,-0.062,-0.024,\n" " -0.048,-0.050,-0.017);\n" "float3x3 r = float3x3(-0.011,-0.032,-0.007,\n" " 0.377, 0.761, 0.009,\n" " -0.026,-0.093, 1.234);\n" "ocol0 = float4(mul(l, c0.rgb) + mul(r, c1.rgb), c0.a);\n" "}\n"}; // TODO: Improve sampling algorithm! const char color_copy_program_code_msaa[] = { "#define SAMPLES %d\n" "sampler samp0 : register(s0);\n" "Texture2DMSArray Tex0 : register(t0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float3 uv0 : TEXCOORD0){\n" "int width, height, slices, samples;\n" "Tex0.GetDimensions(width, height, slices, samples);\n" "ocol0 = 0;\n" "for(int i = 0; i < SAMPLES; ++i)\n" " ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" "ocol0 /= SAMPLES;\n" "}\n"}; const char color_matrix_program_code[] = {"sampler samp0 : register(s0);\n" "Texture2DArray Tex0 : register(t0);\n" "uniform float4 cColMatrix[7] : register(c0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float3 uv0 : TEXCOORD0){\n" "float4 texcol = Tex0.Sample(samp0,uv0);\n" "texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n" "ocol0 = " "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[" "1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3]))" " + cColMatrix[4];\n" "}\n"}; const char color_matrix_program_code_msaa[] = { "#define SAMPLES %d\n" "sampler samp0 : register(s0);\n" "Texture2DMSArray Tex0 : register(t0);\n" "uniform float4 cColMatrix[7] : register(c0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float3 uv0 : TEXCOORD0){\n" "int width, height, slices, samples;\n" "Tex0.GetDimensions(width, height, slices, samples);\n" "float4 texcol = 0;\n" "for(int i = 0; i < SAMPLES; ++i)\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" "texcol /= SAMPLES;\n" "texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n" "ocol0 = " "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(" "texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n"}; const char depth_matrix_program[] = {"sampler samp0 : register(s0);\n" "Texture2DArray Tex0 : register(t0);\n" "uniform float4 cColMatrix[7] : register(c0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0){\n" " float4 texcol = Tex0.Sample(samp0,uv0);\n" " int depth = int((1.0 - texcol.x) * 16777216.0);\n" // Convert to Z24 format " int4 workspace;\n" " workspace.r = (depth >> 16) & 255;\n" " workspace.g = (depth >> 8) & 255;\n" " workspace.b = depth & 255;\n" // Convert to Z4 format " workspace.a = (depth >> 16) & 0xF0;\n" // Normalize components to [0.0..1.0] " texcol = float4(workspace) / 255.0;\n" // Apply color matrix " ocol0 = " "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1])," "dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + " "cColMatrix[4];\n" "}\n"}; const char depth_matrix_program_msaa[] = { "#define SAMPLES %d\n" "sampler samp0 : register(s0);\n" "Texture2DMSArray Tex0 : register(t0);\n" "uniform float4 cColMatrix[7] : register(c0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0){\n" " int width, height, slices, samples;\n" " Tex0.GetDimensions(width, height, slices, samples);\n" " float4 texcol = 0;\n" " for(int i = 0; i < SAMPLES; ++i)\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol /= SAMPLES;\n" " int depth = int((1.0 - texcol.x) * 16777216.0);\n" // Convert to Z24 format " int4 workspace;\n" " workspace.r = (depth >> 16) & 255;\n" " workspace.g = (depth >> 8) & 255;\n" " workspace.b = depth & 255;\n" // Convert to Z4 format " workspace.a = (depth >> 16) & 0xF0;\n" // Normalize components to [0.0..1.0] " texcol = float4(workspace) / 255.0;\n" // Apply color matrix " ocol0 = " "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(" "texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n"}; const char depth_resolve_program[] = { "#define SAMPLES %d\n" "Texture2DMSArray Tex0 : register(t0);\n" "void main(\n" " out float ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0)\n" "{\n" " int width, height, slices, samples;\n" " Tex0.GetDimensions(width, height, slices, samples);\n" " ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n" " for(int i = 1; i < SAMPLES; ++i)\n" " ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n" "}\n"}; const char reint_rgba6_to_rgb8[] = {"sampler samp0 : register(s0);\n" "Texture2DArray Tex0 : register(t0);\n" "void main(\n" " out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0)\n" "{\n" " int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n" " int4 dst8;\n" " dst8.r = (src6.r << 2) | (src6.g >> 4);\n" " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" " dst8.a = 255;\n" " ocol0 = (float4)dst8 / 255.f;\n" "}"}; const char reint_rgba6_to_rgb8_msaa[] = { "#define SAMPLES %d\n" "sampler samp0 : register(s0);\n" "Texture2DMSArray Tex0 : register(t0);\n" "void main(\n" " out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0)\n" "{\n" " int width, height, slices, samples;\n" " Tex0.GetDimensions(width, height, slices, samples);\n" " float4 texcol = 0;\n" " for (int i = 0; i < SAMPLES; ++i)\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol /= SAMPLES;\n" " int4 src6 = round(texcol * 63.f);\n" " int4 dst8;\n" " dst8.r = (src6.r << 2) | (src6.g >> 4);\n" " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" " dst8.a = 255;\n" " ocol0 = (float4)dst8 / 255.f;\n" "}"}; const char reint_rgb8_to_rgba6[] = {"sampler samp0 : register(s0);\n" "Texture2DArray Tex0 : register(t0);\n" "void main(\n" " out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0)\n" "{\n" " int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n" " int4 dst6;\n" " dst6.r = src8.r >> 2;\n" " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n" " dst6.a = src8.b & 0x3F;\n" " ocol0 = (float4)dst6 / 63.f;\n" "}\n"}; const char reint_rgb8_to_rgba6_msaa[] = { "#define SAMPLES %d\n" "sampler samp0 : register(s0);\n" "Texture2DMSArray Tex0 : register(t0);\n" "void main(\n" " out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0)\n" "{\n" " int width, height, slices, samples;\n" " Tex0.GetDimensions(width, height, slices, samples);\n" " float4 texcol = 0;\n" " for (int i = 0; i < SAMPLES; ++i)\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol /= SAMPLES;\n" " int4 src8 = round(texcol * 255.f);\n" " int4 dst6;\n" " dst6.r = src8.r >> 2;\n" " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n" " dst6.a = src8.b & 0x3F;\n" " ocol0 = (float4)dst6 / 63.f;\n" "}\n"}; ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled) { if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { if (!s_rgba6_to_rgb8[0]) { s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8); CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader"); D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader"); } return s_rgba6_to_rgb8[0]; } else if (!s_rgba6_to_rgb8[1]) { // create MSAA shader for current AA mode std::string buf = StringFromFormat(reint_rgba6_to_rgb8_msaa, g_ActiveConfig.iMultisamples); s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader"); D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader"); } return s_rgba6_to_rgb8[1]; } ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled) { if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { if (!s_rgb8_to_rgba6[0]) { s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6); CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader"); D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader"); } return s_rgb8_to_rgba6[0]; } else if (!s_rgb8_to_rgba6[1]) { // create MSAA shader for current AA mode std::string buf = StringFromFormat(reint_rgb8_to_rgba6_msaa, g_ActiveConfig.iMultisamples); s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader"); D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader"); } return s_rgb8_to_rgba6[1]; } ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) { if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { return s_ColorCopyProgram[0]; } else if (s_ColorCopyProgram[1]) { return s_ColorCopyProgram[1]; } else { // create MSAA shader for current AA mode std::string buf = StringFromFormat(color_copy_program_code_msaa, g_ActiveConfig.iMultisamples); s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_ColorCopyProgram[1] != nullptr, "Create color copy MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader"); return s_ColorCopyProgram[1]; } } ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) { if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { return s_ColorMatrixProgram[0]; } else if (s_ColorMatrixProgram[1]) { return s_ColorMatrixProgram[1]; } else { // create MSAA shader for current AA mode std::string buf = StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples); s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader"); return s_ColorMatrixProgram[1]; } } ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled) { if (!multisampled || g_ActiveConfig.iMultisamples <= 1) { return s_DepthMatrixProgram[0]; } else if (s_DepthMatrixProgram[1]) { return s_DepthMatrixProgram[1]; } else { // create MSAA shader for current AA mode std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples); s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_DepthMatrixProgram[1] != nullptr, "Create depth matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader"); return s_DepthMatrixProgram[1]; } } ID3D11PixelShader* PixelShaderCache::GetClearProgram() { return s_ClearProgram; } ID3D11PixelShader* PixelShaderCache::GetAnaglyphProgram() { return s_AnaglyphProgram; } ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram() { if (s_DepthResolveProgram != nullptr) return s_DepthResolveProgram; // create MSAA shader for current AA mode std::string buf = StringFromFormat(depth_resolve_program, g_ActiveConfig.iMultisamples); s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf); CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader"); return s_DepthResolveProgram; } ID3D11Buffer*& PixelShaderCache::GetConstantBuffer() { // 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; D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, &PixelShaderManager::constants, sizeof(PixelShaderConstants)); D3D::context->Unmap(pscbuf, 0); PixelShaderManager::dirty = false; ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants)); } return pscbuf; } // this class will load the precompiled shaders into our cache class PixelShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const PixelShaderUid& key, const u8* value, u32 value_size) { PixelShaderCache::InsertByteCode(key, value, value_size); } }; void PixelShaderCache::Init() { unsigned int cbsize = Common::AlignUp(static_cast(sizeof(PixelShaderConstants)), 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); D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf); CHECK(pscbuf != nullptr, "Create pixel shader constant buffer"); D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline"); // used when drawing clear quads s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code); CHECK(s_ClearProgram != nullptr, "Create clear pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader"); // used for anaglyph stereoscopy s_AnaglyphProgram = D3D::CompileAndCreatePixelShader(anaglyph_program_code); CHECK(s_AnaglyphProgram != nullptr, "Create anaglyph pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_AnaglyphProgram, "anaglyph pixel shader"); // used when copying/resolving the color buffer s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code); CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader"); // used for color conversion s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code); CHECK(s_ColorMatrixProgram[0] != nullptr, "Create color matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader"); // used for depth copy s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program); CHECK(s_DepthMatrixProgram[0] != nullptr, "Create depth matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader"); Clear(); SETSTAT(stats.numPixelShadersCreated, 0); SETSTAT(stats.numPixelShadersAlive, 0); if (g_ActiveConfig.bShaderCache) LoadShaderCache(); } void PixelShaderCache::LoadShaderCache() { PixelShaderCacheInserter inserter; g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter); } void PixelShaderCache::Reload() { g_ps_disk_cache.Sync(); g_ps_disk_cache.Close(); Clear(); if (g_ActiveConfig.bShaderCache) LoadShaderCache(); } // ONLY to be used during shutdown. void PixelShaderCache::Clear() { for (auto& iter : PixelShaders) iter.second.Destroy(); PixelShaders.clear(); last_entry = nullptr; last_uid = {}; } // Used in Swap() when AA mode has changed void PixelShaderCache::InvalidateMSAAShaders() { SAFE_RELEASE(s_ColorCopyProgram[1]); SAFE_RELEASE(s_ColorMatrixProgram[1]); SAFE_RELEASE(s_DepthMatrixProgram[1]); SAFE_RELEASE(s_rgb8_to_rgba6[1]); SAFE_RELEASE(s_rgba6_to_rgb8[1]); SAFE_RELEASE(s_DepthResolveProgram); } void PixelShaderCache::Shutdown() { SAFE_RELEASE(pscbuf); SAFE_RELEASE(s_ClearProgram); SAFE_RELEASE(s_AnaglyphProgram); SAFE_RELEASE(s_DepthResolveProgram); for (int i = 0; i < 2; ++i) { SAFE_RELEASE(s_ColorCopyProgram[i]); SAFE_RELEASE(s_ColorMatrixProgram[i]); SAFE_RELEASE(s_DepthMatrixProgram[i]); SAFE_RELEASE(s_rgba6_to_rgb8[i]); SAFE_RELEASE(s_rgb8_to_rgba6[i]); } Clear(); g_ps_disk_cache.Sync(); g_ps_disk_cache.Close(); } bool PixelShaderCache::SetShader() { PixelShaderUid uid = GetPixelShaderUid(); // Check if the shader is already set if (last_entry) { if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); return (last_entry->shader != nullptr); } } last_uid = uid; // Check if the shader is already in the cache PSCache::iterator iter; iter = PixelShaders.find(uid); if (iter != PixelShaders.end()) { const PSCacheEntry& entry = iter->second; last_entry = &entry; GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); return (entry.shader != nullptr); } // Need to compile a new shader ShaderCode code = GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData()); D3DBlob* pbytecode; if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); 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; } bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const void* bytecode, unsigned int bytecodelen) { ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(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 PixelShaderCache"); // Make an entry in the table PSCacheEntry newentry; newentry.shader = shader; PixelShaders[uid] = newentry; last_entry = &PixelShaders[uid]; if (!shader) { // INCSTAT(stats.numPixelShadersFailed); return false; } INCSTAT(stats.numPixelShadersCreated); SETSTAT(stats.numPixelShadersAlive, PixelShaders.size()); return true; } } // DX11