// Copyright 2014 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/Align.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/D3DState.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/GeometryShaderGen.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VideoConfig.h" namespace DX11 { GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders; const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry; GeometryShaderUid GeometryShaderCache::last_uid; const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry; ID3D11GeometryShader* ClearGeometryShader = nullptr; ID3D11GeometryShader* CopyGeometryShader = nullptr; LinearDiskCache g_gs_disk_cache; ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader : nullptr; } ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr; } ID3D11Buffer* gscbuf = nullptr; ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer() { // TODO: divide the global variables of the generated shaders into about 5 constant buffers to // speed this up if (GeometryShaderManager::dirty) { D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants)); D3D::context->Unmap(gscbuf, 0); GeometryShaderManager::dirty = false; ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants)); } return gscbuf; } // this class will load the precompiled shaders into our cache class GeometryShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const GeometryShaderUid& key, const u8* value, u32 value_size) { GeometryShaderCache::InsertByteCode(key, value, value_size); } }; const char clear_shader_code[] = { "struct VSOUTPUT\n" "{\n" " float4 vPosition : POSITION;\n" " float4 vColor0 : COLOR0;\n" "};\n" "struct GSOUTPUT\n" "{\n" " float4 vPosition : POSITION;\n" " float4 vColor0 : COLOR0;\n" " uint slice : SV_RenderTargetArrayIndex;\n" "};\n" "[maxvertexcount(6)]\n" "void main(triangle VSOUTPUT o[3], inout TriangleStream Output)\n" "{\n" "for(int slice = 0; slice < 2; slice++)\n" "{\n" " for(int i = 0; i < 3; i++)\n" " {\n" " GSOUTPUT OUT;\n" " OUT.vPosition = o[i].vPosition;\n" " OUT.vColor0 = o[i].vColor0;\n" " OUT.slice = slice;\n" " Output.Append(OUT);\n" " }\n" " Output.RestartStrip();\n" "}\n" "}\n"}; const char copy_shader_code[] = { "struct VSOUTPUT\n" "{\n" " float4 vPosition : POSITION;\n" " float3 vTexCoord : TEXCOORD0;\n" " float vTexCoord1 : TEXCOORD1;\n" "};\n" "struct GSOUTPUT\n" "{\n" " float4 vPosition : POSITION;\n" " float3 vTexCoord : TEXCOORD0;\n" " float vTexCoord1 : TEXCOORD1;\n" " uint slice : SV_RenderTargetArrayIndex;\n" "};\n" "[maxvertexcount(6)]\n" "void main(triangle VSOUTPUT o[3], inout TriangleStream Output)\n" "{\n" "for(int slice = 0; slice < 2; slice++)\n" "{\n" " for(int i = 0; i < 3; i++)\n" " {\n" " GSOUTPUT OUT;\n" " OUT.vPosition = o[i].vPosition;\n" " OUT.vTexCoord = o[i].vTexCoord;\n" " OUT.vTexCoord.z = slice;\n" " OUT.vTexCoord1 = o[i].vTexCoord1;\n" " OUT.slice = slice;\n" " Output.Append(OUT);\n" " }\n" " Output.RestartStrip();\n" "}\n" "}\n"}; void GeometryShaderCache::Init() { unsigned int gbsize = Common::AlignUp(static_cast(sizeof(GeometryShaderConstants)), 16); // must be a multiple of 16 D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf); CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize); D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf, "geometry shader constant buffer used to emulate the GX pipeline"); // used when drawing clear quads ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code); CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader"); // used for buffer copy CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code); CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader"); Clear(); if (g_ActiveConfig.bShaderCache) LoadShaderCache(); if (g_ActiveConfig.CanPrecompileUberShaders()) PrecompileShaders(); } void GeometryShaderCache::LoadShaderCache() { GeometryShaderCacheInserter inserter; g_gs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "GS", true, true), inserter); } void GeometryShaderCache::Reload() { g_gs_disk_cache.Sync(); g_gs_disk_cache.Close(); Clear(); if (g_ActiveConfig.bShaderCache) LoadShaderCache(); if (g_ActiveConfig.CanPrecompileUberShaders()) PrecompileShaders(); } // ONLY to be used during shutdown. void GeometryShaderCache::Clear() { for (auto& iter : GeometryShaders) iter.second.Destroy(); GeometryShaders.clear(); last_entry = nullptr; last_uid = {}; } void GeometryShaderCache::Shutdown() { SAFE_RELEASE(gscbuf); SAFE_RELEASE(ClearGeometryShader); SAFE_RELEASE(CopyGeometryShader); Clear(); g_gs_disk_cache.Sync(); g_gs_disk_cache.Close(); } bool GeometryShaderCache::SetShader(u32 primitive_type) { GeometryShaderUid uid = GetGeometryShaderUid(primitive_type); if (last_entry && uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); D3D::stateman->SetGeometryShader(last_entry->shader); return true; } // Check if the shader is a pass-through shader if (uid.GetUidData()->IsPassthrough()) { // Return the default pass-through shader last_uid = uid; last_entry = &pass_entry; D3D::stateman->SetGeometryShader(last_entry->shader); return true; } // Check if the shader is already in the cache auto iter = GeometryShaders.find(uid); if (iter != GeometryShaders.end()) { const GSCacheEntry& entry = iter->second; last_uid = uid; last_entry = &entry; D3D::stateman->SetGeometryShader(last_entry->shader); return (entry.shader != nullptr); } // Need to compile a new shader if (CompileShader(uid)) return SetShader(primitive_type); else return false; } bool GeometryShaderCache::CompileShader(const GeometryShaderUid& uid) { D3DBlob* bytecode; ShaderCode code = GenerateGeometryShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData()); if (!D3D::CompileGeometryShader(code.GetBuffer(), &bytecode) || !InsertByteCode(uid, bytecode->Data(), bytecode->Size())) { SAFE_RELEASE(bytecode); return false; } // Insert the bytecode into the caches g_gs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size()); return true; } bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode, size_t len) { GSCacheEntry& newentry = GeometryShaders[uid]; newentry.shader = bytecode ? D3D::CreateGeometryShaderFromByteCode(bytecode, len) : nullptr; return newentry.shader != nullptr; } void GeometryShaderCache::PrecompileShaders() { EnumerateGeometryShaderUids([](const GeometryShaderUid& uid) { if (GeometryShaders.find(uid) != GeometryShaders.end()) return; CompileShader(uid); }); } } // DX11