358 lines
11 KiB
C++
358 lines
11 KiB
C++
// Copyright 2015 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "Common/LinearDiskCache.h"
|
|
|
|
#include "Core/ConfigManager.h"
|
|
|
|
#include "VideoBackends/D3D12/D3DCommandListManager.h"
|
|
#include "VideoBackends/D3D12/D3DShader.h"
|
|
#include "VideoBackends/D3D12/ShaderCache.h"
|
|
|
|
#include "VideoCommon/Debugger.h"
|
|
#include "VideoCommon/Statistics.h"
|
|
#include "VideoCommon/VideoCommon.h"
|
|
|
|
namespace DX12
|
|
{
|
|
// Primitive topology type is always triangle, unless the GS stage is used. This is consumed
|
|
// by the PSO created in Renderer::ApplyState.
|
|
static D3D12_PRIMITIVE_TOPOLOGY_TYPE s_current_primitive_topology =
|
|
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
|
|
using GsBytecodeCache = std::map<GeometryShaderUid, D3D12_SHADER_BYTECODE>;
|
|
using PsBytecodeCache = std::map<PixelShaderUid, D3D12_SHADER_BYTECODE>;
|
|
using VsBytecodeCache = std::map<VertexShaderUid, D3D12_SHADER_BYTECODE>;
|
|
GsBytecodeCache s_gs_bytecode_cache;
|
|
PsBytecodeCache s_ps_bytecode_cache;
|
|
VsBytecodeCache s_vs_bytecode_cache;
|
|
|
|
// Used to keep track of blobs to release at Shutdown time.
|
|
static std::vector<ID3DBlob*> s_shader_blob_list;
|
|
|
|
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 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;
|
|
static GeometryShaderUid s_last_geometry_shader_uid;
|
|
static PixelShaderUid s_last_pixel_shader_uid;
|
|
static VertexShaderUid s_last_vertex_shader_uid;
|
|
|
|
template <class UidType, class ShaderCacheType, ShaderCacheType* cache>
|
|
class ShaderCacheInserter final : public LinearDiskCacheReader<UidType, u8>
|
|
{
|
|
public:
|
|
void Read(const UidType& key, const u8* value, u32 value_size)
|
|
{
|
|
ID3DBlob* blob = nullptr;
|
|
CheckHR(d3d_create_blob(value_size, &blob));
|
|
memcpy(blob->GetBufferPointer(), value, value_size);
|
|
|
|
ShaderCache::InsertByteCode<UidType, ShaderCacheType>(key, cache, blob);
|
|
}
|
|
};
|
|
|
|
void ShaderCache::Init()
|
|
{
|
|
// This class intentionally shares its shader cache files with DX11, as the shaders are (right
|
|
// now) identical.
|
|
// Reduces unnecessary compilation when switching between APIs.
|
|
|
|
s_last_geometry_shader_bytecode = {};
|
|
s_last_pixel_shader_bytecode = {};
|
|
s_last_vertex_shader_bytecode = {};
|
|
s_last_geometry_shader_uid = {};
|
|
s_last_pixel_shader_uid = {};
|
|
s_last_vertex_shader_uid = {};
|
|
|
|
// Ensure shader cache directory exists..
|
|
std::string shader_cache_path = File::GetUserPath(D_SHADERCACHE_IDX);
|
|
|
|
if (!File::Exists(shader_cache_path))
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
|
|
|
std::string title_game_id = SConfig::GetInstance().m_strGameID.c_str();
|
|
|
|
std::string gs_cache_filename =
|
|
StringFromFormat("%sdx11-%s-gs.cache", shader_cache_path.c_str(), title_game_id.c_str());
|
|
std::string ps_cache_filename =
|
|
StringFromFormat("%sdx11-%s-ps.cache", shader_cache_path.c_str(), title_game_id.c_str());
|
|
std::string vs_cache_filename =
|
|
StringFromFormat("%sdx11-%s-vs.cache", shader_cache_path.c_str(), title_game_id.c_str());
|
|
|
|
ShaderCacheInserter<GeometryShaderUid, GsBytecodeCache, &s_gs_bytecode_cache> gs_inserter;
|
|
s_gs_disk_cache.OpenAndRead(gs_cache_filename, gs_inserter);
|
|
|
|
ShaderCacheInserter<PixelShaderUid, PsBytecodeCache, &s_ps_bytecode_cache> ps_inserter;
|
|
s_ps_disk_cache.OpenAndRead(ps_cache_filename, ps_inserter);
|
|
|
|
ShaderCacheInserter<VertexShaderUid, VsBytecodeCache, &s_vs_bytecode_cache> vs_inserter;
|
|
s_vs_disk_cache.OpenAndRead(vs_cache_filename, vs_inserter);
|
|
|
|
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
|
|
SETSTAT(stats.numPixelShadersCreated, static_cast<int>(s_ps_bytecode_cache.size()));
|
|
SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
|
|
SETSTAT(stats.numVertexShadersCreated, static_cast<int>(s_vs_bytecode_cache.size()));
|
|
}
|
|
|
|
void ShaderCache::Clear()
|
|
{
|
|
for (auto& iter : s_shader_blob_list)
|
|
SAFE_RELEASE(iter);
|
|
|
|
s_shader_blob_list.clear();
|
|
|
|
s_gs_bytecode_cache.clear();
|
|
s_ps_bytecode_cache.clear();
|
|
s_vs_bytecode_cache.clear();
|
|
|
|
s_last_geometry_shader_bytecode = {};
|
|
s_last_geometry_shader_uid = {};
|
|
|
|
s_last_pixel_shader_bytecode = {};
|
|
s_last_pixel_shader_uid = {};
|
|
|
|
s_last_vertex_shader_bytecode = {};
|
|
s_last_vertex_shader_uid = {};
|
|
}
|
|
|
|
void ShaderCache::Shutdown()
|
|
{
|
|
Clear();
|
|
|
|
s_gs_disk_cache.Sync();
|
|
s_gs_disk_cache.Close();
|
|
s_ps_disk_cache.Sync();
|
|
s_ps_disk_cache.Close();
|
|
s_vs_disk_cache.Sync();
|
|
s_vs_disk_cache.Close();
|
|
}
|
|
|
|
void ShaderCache::LoadAndSetActiveShaders(u32 gs_primitive_type)
|
|
{
|
|
SetCurrentPrimitiveTopology(gs_primitive_type);
|
|
|
|
GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
|
|
PixelShaderUid ps_uid = GetPixelShaderUid();
|
|
VertexShaderUid vs_uid = GetVertexShaderUid();
|
|
|
|
bool gs_changed = gs_uid != s_last_geometry_shader_uid;
|
|
bool ps_changed = ps_uid != s_last_pixel_shader_uid;
|
|
bool vs_changed = vs_uid != s_last_vertex_shader_uid;
|
|
|
|
if (!gs_changed && !ps_changed && !vs_changed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (gs_changed)
|
|
{
|
|
HandleGSUIDChange(gs_uid, gs_primitive_type);
|
|
}
|
|
|
|
if (ps_changed)
|
|
{
|
|
HandlePSUIDChange(ps_uid);
|
|
}
|
|
|
|
if (vs_changed)
|
|
{
|
|
HandleVSUIDChange(vs_uid);
|
|
}
|
|
|
|
// A Uid has changed, so the PSO will need to be reset at next ApplyState.
|
|
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
|
|
}
|
|
|
|
void ShaderCache::SetCurrentPrimitiveTopology(u32 gs_primitive_type)
|
|
{
|
|
switch (gs_primitive_type)
|
|
{
|
|
case PRIMITIVE_TRIANGLES:
|
|
s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
break;
|
|
case PRIMITIVE_LINES:
|
|
s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
|
|
break;
|
|
case PRIMITIVE_POINTS:
|
|
s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
|
|
break;
|
|
default:
|
|
CHECK(0, "Invalid primitive type.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type)
|
|
{
|
|
s_last_geometry_shader_uid = gs_uid;
|
|
|
|
if (gs_uid.GetUidData()->IsPassthrough())
|
|
{
|
|
s_last_geometry_shader_bytecode = {};
|
|
return;
|
|
}
|
|
|
|
auto gs_iterator = s_gs_bytecode_cache.find(gs_uid);
|
|
if (gs_iterator != s_gs_bytecode_cache.end())
|
|
{
|
|
s_last_geometry_shader_bytecode = gs_iterator->second;
|
|
}
|
|
else
|
|
{
|
|
ShaderCode gs_code = GenerateGeometryShaderCode(APIType::D3D, gs_uid.GetUidData());
|
|
ID3DBlob* gs_bytecode = nullptr;
|
|
|
|
if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode))
|
|
{
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
|
return;
|
|
}
|
|
|
|
s_last_geometry_shader_bytecode = InsertByteCode(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
|
|
s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()),
|
|
static_cast<u32>(gs_bytecode->GetBufferSize()));
|
|
}
|
|
}
|
|
|
|
void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid)
|
|
{
|
|
s_last_pixel_shader_uid = ps_uid;
|
|
|
|
auto ps_iterator = s_ps_bytecode_cache.find(ps_uid);
|
|
if (ps_iterator != s_ps_bytecode_cache.end())
|
|
{
|
|
s_last_pixel_shader_bytecode = ps_iterator->second;
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
|
}
|
|
else
|
|
{
|
|
ShaderCode ps_code = GeneratePixelShaderCode(APIType::D3D, ps_uid.GetUidData());
|
|
ID3DBlob* ps_bytecode = nullptr;
|
|
|
|
if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
|
|
{
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
|
return;
|
|
}
|
|
|
|
s_last_pixel_shader_bytecode = InsertByteCode(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
|
|
s_ps_disk_cache.Append(ps_uid, reinterpret_cast<u8*>(ps_bytecode->GetBufferPointer()),
|
|
static_cast<u32>(ps_bytecode->GetBufferSize()));
|
|
|
|
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
|
|
INCSTAT(stats.numPixelShadersCreated);
|
|
}
|
|
}
|
|
|
|
void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
|
|
{
|
|
s_last_vertex_shader_uid = vs_uid;
|
|
|
|
auto vs_iterator = s_vs_bytecode_cache.find(vs_uid);
|
|
if (vs_iterator != s_vs_bytecode_cache.end())
|
|
{
|
|
s_last_vertex_shader_bytecode = vs_iterator->second;
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
|
}
|
|
else
|
|
{
|
|
ShaderCode vs_code = GenerateVertexShaderCode(APIType::D3D, vs_uid.GetUidData());
|
|
ID3DBlob* vs_bytecode = nullptr;
|
|
|
|
if (!D3D::CompileVertexShader(vs_code.GetBuffer(), &vs_bytecode))
|
|
{
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
|
return;
|
|
}
|
|
|
|
s_last_vertex_shader_bytecode = InsertByteCode(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
|
|
s_vs_disk_cache.Append(vs_uid, reinterpret_cast<u8*>(vs_bytecode->GetBufferPointer()),
|
|
static_cast<u32>(vs_bytecode->GetBufferSize()));
|
|
|
|
SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
|
|
INCSTAT(stats.numVertexShadersCreated);
|
|
}
|
|
}
|
|
|
|
template <class UidType, class ShaderCacheType>
|
|
D3D12_SHADER_BYTECODE ShaderCache::InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache,
|
|
ID3DBlob* bytecode_blob)
|
|
{
|
|
// Note: Don't release the incoming bytecode, we need it to stick around, since in D3D12
|
|
// the raw bytecode itself is bound. It is released at Shutdown() time.
|
|
|
|
s_shader_blob_list.push_back(bytecode_blob);
|
|
|
|
D3D12_SHADER_BYTECODE shader_bytecode;
|
|
shader_bytecode.pShaderBytecode = bytecode_blob->GetBufferPointer();
|
|
shader_bytecode.BytecodeLength = bytecode_blob->GetBufferSize();
|
|
|
|
(*shader_cache)[uid] = shader_bytecode;
|
|
|
|
return shader_bytecode;
|
|
}
|
|
|
|
D3D12_PRIMITIVE_TOPOLOGY_TYPE ShaderCache::GetCurrentPrimitiveTopology()
|
|
{
|
|
return s_current_primitive_topology;
|
|
}
|
|
|
|
D3D12_SHADER_BYTECODE ShaderCache::GetActiveGeometryShaderBytecode()
|
|
{
|
|
return s_last_geometry_shader_bytecode;
|
|
}
|
|
D3D12_SHADER_BYTECODE ShaderCache::GetActivePixelShaderBytecode()
|
|
{
|
|
return s_last_pixel_shader_bytecode;
|
|
}
|
|
D3D12_SHADER_BYTECODE ShaderCache::GetActiveVertexShaderBytecode()
|
|
{
|
|
return s_last_vertex_shader_bytecode;
|
|
}
|
|
|
|
const GeometryShaderUid* ShaderCache::GetActiveGeometryShaderUid()
|
|
{
|
|
return &s_last_geometry_shader_uid;
|
|
}
|
|
const PixelShaderUid* ShaderCache::GetActivePixelShaderUid()
|
|
{
|
|
return &s_last_pixel_shader_uid;
|
|
}
|
|
const VertexShaderUid* ShaderCache::GetActiveVertexShaderUid()
|
|
{
|
|
return &s_last_vertex_shader_uid;
|
|
}
|
|
|
|
D3D12_SHADER_BYTECODE ShaderCache::GetGeometryShaderFromUid(const GeometryShaderUid* uid)
|
|
{
|
|
auto bytecode = s_gs_bytecode_cache.find(*uid);
|
|
if (bytecode != s_gs_bytecode_cache.end())
|
|
return bytecode->second;
|
|
|
|
return D3D12_SHADER_BYTECODE();
|
|
}
|
|
|
|
D3D12_SHADER_BYTECODE ShaderCache::GetPixelShaderFromUid(const PixelShaderUid* uid)
|
|
{
|
|
auto bytecode = s_ps_bytecode_cache.find(*uid);
|
|
if (bytecode != s_ps_bytecode_cache.end())
|
|
return bytecode->second;
|
|
|
|
return D3D12_SHADER_BYTECODE();
|
|
}
|
|
|
|
D3D12_SHADER_BYTECODE ShaderCache::GetVertexShaderFromUid(const VertexShaderUid* uid)
|
|
{
|
|
auto bytecode = s_vs_bytecode_cache.find(*uid);
|
|
if (bytecode != s_vs_bytecode_cache.end())
|
|
return bytecode->second;
|
|
|
|
return D3D12_SHADER_BYTECODE();
|
|
}
|
|
}
|