274 lines
9.4 KiB
C++
274 lines
9.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <map>
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#include "Common.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "VideoConfig.h"
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#include "VertexShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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static ID3D11VertexShader* SimpleVertexShader = NULL;
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static ID3D11VertexShader* ClearVertexShader = NULL;
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static ID3D11InputLayout* SimpleLayout = NULL;
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static ID3D11InputLayout* ClearLayout = NULL;
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LinearDiskCache g_vs_disk_cache;
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ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
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ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
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ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
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ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
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// maps the constant numbers to float indices in the constant buffer
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unsigned int vs_constant_offset_table[238];
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number] ] = f1;
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D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+1] = f2;
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D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+2] = f3;
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D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+3] = f4;
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D3D::gfxstate->vscbufchanged = true;
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}
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void SetVSConstant4fv(unsigned int const_number, const float* f)
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{
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memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4);
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D3D::gfxstate->vscbufchanged = true;
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}
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number+i]], f+3*i, sizeof(float)*3);
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D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number+i]+3] = 0.f;
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}
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D3D::gfxstate->vscbufchanged = true;
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}
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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D3D::gfxstate->vscbufchanged = true;
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader {
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public:
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void Read(const u8* key, int key_size, const u8* value, int value_size)
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{
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VERTEXSHADERUID uid;
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if (key_size != sizeof(uid))
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{
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ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache");
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return;
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}
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memcpy(&uid, key, key_size);
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D3DBlob* blob = new D3DBlob(value_size, value);
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VertexShaderCache::InsertByteCode(uid, blob);
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blob->Release();
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}
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};
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const char simple_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float2 vTexCoord : TEXCOORD0;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0;\n"
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"return OUT;\n"
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"}\n"
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};
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const char clear_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vColor0 = inColor0;\n"
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"return OUT;\n"
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"}\n"
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};
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void VertexShaderCache::Init()
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{
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const D3D11_INPUT_ELEMENT_DESC simpleelems[2] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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const D3D11_INPUT_ELEMENT_DESC clearelems[2] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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D3DBlob* blob;
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D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
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D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
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SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
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D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
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D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
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ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
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Clear();
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// these values are hardcoded, they depend on internal D3DCompile behavior
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// TODO: Do this with D3DReflect or something instead
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unsigned int k;
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for (k = 0;k < 64;k++) vs_constant_offset_table[C_TRANSFORMMATRICES+k] = 312+4*k;
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for (k = 0;k < 24;k++) vs_constant_offset_table[C_TEXMATRICES+k] = 216+4*k;
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for (k = 0;k < 32;k++) vs_constant_offset_table[C_NORMALMATRICES+k] = 568+4*k;
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for (k = 0;k < 6;k++) vs_constant_offset_table[C_POSNORMALMATRIX+k] = 0+4*k;
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for (k = 0;k < 64;k++) vs_constant_offset_table[C_POSTTRANSFORMMATRICES+k] = 696+4*k;
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for (k = 0;k < 40;k++) vs_constant_offset_table[C_LIGHTS+k] = 56+4*k;
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for (k = 0;k < 4;k++) vs_constant_offset_table[C_MATERIALS+k] = 40+4*k;
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for (k = 0;k < 4;k++) vs_constant_offset_table[C_PROJECTION+k] = 24+4*k;
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
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}
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void VertexShaderCache::Clear()
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{
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VSCache::iterator iter = vshaders.begin();
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for (; iter != vshaders.end(); ++iter)
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iter->second.Destroy();
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vshaders.clear();
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}
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void VertexShaderCache::Shutdown()
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{
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SAFE_RELEASE(SimpleVertexShader);
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SAFE_RELEASE(ClearVertexShader);
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SAFE_RELEASE(SimpleLayout);
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SAFE_RELEASE(ClearLayout);
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Clear();
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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}
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bool VertexShaderCache::SetShader(u32 components)
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{
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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return (vshaders[uid].shader != NULL);
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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VSCache::iterator iter;
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iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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const VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (entry.shader) D3D::gfxstate->SetVShader(entry.shader, iter->second.bytecode);
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return (entry.shader != NULL);
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}
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const char* code = GenerateVertexShaderCode(components, API_D3D11);
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D3DBlob* pbytecode = NULL;
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D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
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if (pbytecode == NULL)
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{
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PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
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return false;
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}
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g_vs_disk_cache.Append((u8*)&uid, sizeof(uid), (const u8*)pbytecode->Data(), pbytecode->Size());
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g_vs_disk_cache.Sync();
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bool result = InsertByteCode(uid, pbytecode);
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D3D::gfxstate->SetVShader(last_entry->shader, last_entry->bytecode);
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pbytecode->Release();
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return result;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
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{
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ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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if (shader == NULL)
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{
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PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->Data(), bcodeblob->Size(), __FILE__, __LINE__);
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return false;
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}
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
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// Make an entry in the table
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount = frameCount;
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entry.SetByteCode(bcodeblob);
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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return true;
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}
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