284 lines
8.2 KiB
C++
284 lines
8.2 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <string>
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#include "Common/Align.h"
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
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const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
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GeometryShaderUid GeometryShaderCache::last_uid;
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const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
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ID3D11GeometryShader* ClearGeometryShader = nullptr;
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ID3D11GeometryShader* CopyGeometryShader = nullptr;
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LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
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ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
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{
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return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader : nullptr;
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}
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ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
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{
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return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr;
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}
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ID3D11Buffer* gscbuf = nullptr;
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ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
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// speed this up
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if (GeometryShaderManager::dirty)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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D3D::context->Unmap(gscbuf, 0);
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GeometryShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
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}
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return gscbuf;
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}
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// this class will load the precompiled shaders into our cache
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class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
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{
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public:
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void Read(const GeometryShaderUid& key, const u8* value, u32 value_size)
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{
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GeometryShaderCache::InsertByteCode(key, value, value_size);
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}
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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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"struct GSOUTPUT\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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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vColor0 = o[i].vColor0;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"};
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const char copy_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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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vTexCoord = o[i].vTexCoord;\n"
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" OUT.vTexCoord.z = slice;\n"
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" OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"};
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void GeometryShaderCache::Init()
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{
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unsigned int gbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(GeometryShaderConstants)),
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16); // must be a multiple of 16
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D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER,
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
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CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
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D3D::SetDebugObjectName(gscbuf,
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"geometry shader constant buffer used to emulate the GX pipeline");
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// used when drawing clear quads
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ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
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CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
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D3D::SetDebugObjectName(ClearGeometryShader, "clear geometry shader");
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// used for buffer copy
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CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
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CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
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D3D::SetDebugObjectName(CopyGeometryShader, "copy geometry shader");
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Clear();
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCache();
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if (g_ActiveConfig.CanPrecompileUberShaders())
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PrecompileShaders();
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}
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void GeometryShaderCache::LoadShaderCache()
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{
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GeometryShaderCacheInserter inserter;
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g_gs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "GS", true, true), inserter);
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}
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void GeometryShaderCache::Reload()
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{
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g_gs_disk_cache.Sync();
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g_gs_disk_cache.Close();
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Clear();
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCache();
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if (g_ActiveConfig.CanPrecompileUberShaders())
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PrecompileShaders();
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}
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// ONLY to be used during shutdown.
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void GeometryShaderCache::Clear()
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{
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for (auto& iter : GeometryShaders)
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iter.second.Destroy();
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GeometryShaders.clear();
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last_entry = nullptr;
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last_uid = {};
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}
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void GeometryShaderCache::Shutdown()
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{
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SAFE_RELEASE(gscbuf);
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SAFE_RELEASE(ClearGeometryShader);
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SAFE_RELEASE(CopyGeometryShader);
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Clear();
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g_gs_disk_cache.Sync();
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g_gs_disk_cache.Close();
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}
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bool GeometryShaderCache::SetShader(PrimitiveType primitive_type)
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{
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GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
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if (last_entry && uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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D3D::stateman->SetGeometryShader(last_entry->shader);
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return true;
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}
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// Check if the shader is a pass-through shader
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if (uid.GetUidData()->IsPassthrough())
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{
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// Return the default pass-through shader
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last_uid = uid;
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last_entry = &pass_entry;
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D3D::stateman->SetGeometryShader(last_entry->shader);
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return true;
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}
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// Check if the shader is already in the cache
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auto iter = GeometryShaders.find(uid);
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if (iter != GeometryShaders.end())
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{
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const GSCacheEntry& entry = iter->second;
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last_uid = uid;
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last_entry = &entry;
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D3D::stateman->SetGeometryShader(last_entry->shader);
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return (entry.shader != nullptr);
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}
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// Need to compile a new shader
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if (CompileShader(uid))
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return SetShader(primitive_type);
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else
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return false;
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}
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bool GeometryShaderCache::CompileShader(const GeometryShaderUid& uid)
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{
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D3DBlob* bytecode;
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ShaderCode code =
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GenerateGeometryShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &bytecode) ||
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!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
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{
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SAFE_RELEASE(bytecode);
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return false;
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}
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// Insert the bytecode into the caches
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g_gs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
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return true;
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}
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bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode,
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size_t len)
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{
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GSCacheEntry& newentry = GeometryShaders[uid];
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newentry.shader = bytecode ? D3D::CreateGeometryShaderFromByteCode(bytecode, len) : nullptr;
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return newentry.shader != nullptr;
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}
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void GeometryShaderCache::PrecompileShaders()
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{
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EnumerateGeometryShaderUids([](const GeometryShaderUid& uid) {
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if (GeometryShaders.find(uid) != GeometryShaders.end())
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return;
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CompileShader(uid);
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});
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}
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} // DX11
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