D3D11: Add a shader bytecode cache class
This commit is contained in:
parent
2276975d62
commit
82da9a4505
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@ -27,6 +27,7 @@ add_library(common
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gl/stream_buffer.h
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gl/stream_buffer.h
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gl/texture.cpp
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gl/texture.cpp
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gl/texture.h
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gl/texture.h
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hash_combine.h
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heap_array.h
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heap_array.h
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iso_reader.cpp
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iso_reader.cpp
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iso_reader.h
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iso_reader.h
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@ -58,6 +59,8 @@ target_link_libraries(common PRIVATE glad libcue Threads::Threads cubeb)
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if(WIN32)
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if(WIN32)
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target_sources(common PRIVATE
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target_sources(common PRIVATE
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d3d11/shader_cache.cpp
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d3d11/shader_cache.h
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d3d11/shader_compiler.cpp
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d3d11/shader_compiler.cpp
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d3d11/shader_compiler.h
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d3d11/shader_compiler.h
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d3d11/staging_texture.cpp
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d3d11/staging_texture.cpp
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@ -43,6 +43,7 @@
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<ClInclude Include="cd_image.h" />
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<ClInclude Include="cd_image.h" />
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<ClInclude Include="cpu_detect.h" />
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<ClInclude Include="cpu_detect.h" />
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<ClInclude Include="cubeb_audio_stream.h" />
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<ClInclude Include="cubeb_audio_stream.h" />
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<ClInclude Include="d3d11\shader_cache.h" />
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<ClInclude Include="d3d11\shader_compiler.h" />
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<ClInclude Include="d3d11\shader_compiler.h" />
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<ClInclude Include="d3d11\staging_texture.h" />
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<ClInclude Include="d3d11\staging_texture.h" />
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<ClInclude Include="d3d11\stream_buffer.h" />
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<ClInclude Include="d3d11\stream_buffer.h" />
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@ -52,6 +53,7 @@
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<ClInclude Include="gl\program.h" />
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<ClInclude Include="gl\program.h" />
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<ClInclude Include="gl\stream_buffer.h" />
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<ClInclude Include="gl\stream_buffer.h" />
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<ClInclude Include="gl\texture.h" />
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<ClInclude Include="gl\texture.h" />
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<ClInclude Include="hash_combine.h" />
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<ClInclude Include="heap_array.h" />
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<ClInclude Include="heap_array.h" />
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<ClInclude Include="iso_reader.h" />
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<ClInclude Include="iso_reader.h" />
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<ClInclude Include="jit_code_buffer.h" />
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<ClInclude Include="jit_code_buffer.h" />
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@ -76,6 +78,7 @@
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<ClCompile Include="cd_image_bin.cpp" />
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<ClCompile Include="cd_image_bin.cpp" />
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<ClCompile Include="cd_image_cue.cpp" />
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<ClCompile Include="cd_image_cue.cpp" />
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<ClCompile Include="cubeb_audio_stream.cpp" />
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<ClCompile Include="cubeb_audio_stream.cpp" />
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<ClCompile Include="d3d11\shader_cache.cpp" />
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<ClCompile Include="d3d11\shader_compiler.cpp" />
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<ClCompile Include="d3d11\shader_compiler.cpp" />
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<ClCompile Include="d3d11\staging_texture.cpp" />
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<ClCompile Include="d3d11\staging_texture.cpp" />
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<ClCompile Include="d3d11\stream_buffer.cpp" />
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<ClCompile Include="d3d11\stream_buffer.cpp" />
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@ -47,6 +47,10 @@
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<ClInclude Include="md5_digest.h" />
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<ClInclude Include="md5_digest.h" />
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<ClInclude Include="cpu_detect.h" />
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<ClInclude Include="cpu_detect.h" />
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<ClInclude Include="cubeb_audio_stream.h" />
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<ClInclude Include="cubeb_audio_stream.h" />
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<ClInclude Include="d3d11\shader_cache.h">
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<Filter>d3d11</Filter>
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</ClInclude>
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<ClInclude Include="hash_combine.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="jit_code_buffer.cpp" />
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<ClCompile Include="jit_code_buffer.cpp" />
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@ -90,6 +94,9 @@
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<ClCompile Include="string_util.cpp" />
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<ClCompile Include="string_util.cpp" />
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<ClCompile Include="md5_digest.cpp" />
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<ClCompile Include="md5_digest.cpp" />
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<ClCompile Include="cubeb_audio_stream.cpp" />
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<ClCompile Include="cubeb_audio_stream.cpp" />
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<ClCompile Include="d3d11\shader_cache.cpp">
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<Filter>d3d11</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Natvis Include="bitfield.natvis" />
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<Natvis Include="bitfield.natvis" />
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@ -0,0 +1,336 @@
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#include "shader_cache.h"
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#include "../file_system.h"
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#include "../log.h"
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#include "../md5_digest.h"
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#include <d3dcompiler.h>
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Log_SetChannel(D3D11::ShaderCache);
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namespace D3D11 {
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#pragma pack(push, 1)
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struct CacheIndexEntry
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{
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u64 source_hash_low;
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u64 source_hash_high;
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u32 source_length;
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u32 shader_type;
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u32 file_offset;
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u32 blob_size;
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};
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#pragma pack(pop)
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ShaderCache::ShaderCache() = default;
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ShaderCache::~ShaderCache()
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{
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if (m_index_file)
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std::fclose(m_index_file);
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if (m_blob_file)
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std::fclose(m_blob_file);
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}
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bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
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{
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return (source_hash_low == key.source_hash_low && source_hash_high == key.source_hash_high &&
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source_length == key.source_length && shader_type == key.shader_type);
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}
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bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
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{
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return (source_hash_low != key.source_hash_low || source_hash_high != key.source_hash_high ||
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source_length != key.source_length || shader_type != key.shader_type);
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}
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void ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, bool debug)
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{
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m_feature_level = feature_level;
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m_debug = debug;
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const std::string base_filename = GetCacheBaseFileName(base_path, feature_level, debug);
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const std::string index_filename = base_filename + ".idx";
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const std::string blob_filename = base_filename + ".bin";
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if (!ReadExisting(index_filename, blob_filename))
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CreateNew(index_filename, blob_filename);
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}
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bool ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
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{
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if (FileSystem::FileExists(index_filename.c_str()))
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{
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Log_WarningPrintf("Removing existing index file '%s'", index_filename.c_str());
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FileSystem::DeleteFile(index_filename.c_str());
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}
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if (FileSystem::FileExists(blob_filename.c_str()))
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{
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Log_WarningPrintf("Removing existing blob file '%s'", blob_filename.c_str());
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FileSystem::DeleteFile(blob_filename.c_str());
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}
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m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "wb");
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if (!m_index_file)
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{
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Log_ErrorPrintf("Failed to open index file '%s' for writing", index_filename.c_str());
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return false;
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}
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const u32 index_version = FILE_VERSION;
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if (std::fwrite(&index_version, sizeof(index_version), 1, m_index_file) != 1)
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{
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Log_ErrorPrintf("Failed to write version to index file '%s'", index_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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FileSystem::DeleteFile(index_filename.c_str());
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return false;
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}
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m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "w+b");
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if (!m_blob_file)
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{
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Log_ErrorPrintf("Failed to open blob file '%s' for writing", blob_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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FileSystem::DeleteFile(index_filename.c_str());
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return false;
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}
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return true;
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}
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bool ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
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{
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m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
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if (!m_index_file)
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return false;
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u32 file_version;
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if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != FILE_VERSION)
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{
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Log_ErrorPrintf("Bad file version in '%s'", index_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "a+b");
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if (!m_blob_file)
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{
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Log_ErrorPrintf("Blob file '%s' is missing", blob_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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std::fseek(m_blob_file, 0, SEEK_END);
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const u32 blob_file_size = static_cast<u32>(std::ftell(m_blob_file));
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for (;;)
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{
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CacheIndexEntry entry;
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if (std::fread(&entry, sizeof(entry), 1, m_index_file) != 1 ||
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(entry.file_offset + entry.blob_size) > blob_file_size)
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{
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if (std::feof(m_index_file))
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break;
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Log_ErrorPrintf("Failed to read entry from '%s', corrupt file?", index_filename.c_str());
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m_index.clear();
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std::fclose(m_blob_file);
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m_blob_file = nullptr;
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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const CacheIndexKey key{entry.source_hash_low, entry.source_hash_high, entry.source_length,
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static_cast<ShaderCompiler::Type>(entry.shader_type)};
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const CacheIndexData data{entry.file_offset, entry.blob_size};
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m_index.emplace(key, data);
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}
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Log_InfoPrintf("Read %zu entries from '%s'", m_index.size(), index_filename.c_str());
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return true;
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}
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std::string ShaderCache::GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level,
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bool debug)
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{
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std::string base_filename(base_path);
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base_filename += FS_OSPATH_SEPERATOR_CHARACTER;
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base_filename += "d3d_shaders_";
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switch (feature_level)
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{
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case D3D_FEATURE_LEVEL_10_0:
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base_filename += "sm40";
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break;
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case D3D_FEATURE_LEVEL_10_1:
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base_filename += "sm41";
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break;
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case D3D_FEATURE_LEVEL_11_0:
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base_filename += "sm50";
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break;
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case D3D_FEATURE_LEVEL_11_1:
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base_filename += "sm51";
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break;
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case D3D_FEATURE_LEVEL_12_0:
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base_filename += "sm60";
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break;
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case D3D_FEATURE_LEVEL_12_1:
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base_filename += "sm61";
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break;
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default:
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base_filename += "unk";
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break;
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}
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if (debug)
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base_filename += "_debug";
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return base_filename;
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}
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ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code)
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{
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union
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{
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struct
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{
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u64 hash_low;
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u64 hash_high;
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};
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u8 hash[16];
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};
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MD5Digest digest;
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digest.Update(shader_code.data(), static_cast<u32>(shader_code.length()));
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digest.Final(hash);
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return CacheIndexKey{hash_low, hash_high, static_cast<u32>(shader_code.length()), type};
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}
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ShaderCache::ComPtr<ID3DBlob> ShaderCache::GetShaderBlob(ShaderCompiler::Type type, std::string_view shader_code)
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{
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const auto key = GetCacheKey(type, shader_code);
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auto iter = m_index.find(key);
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if (iter == m_index.end())
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return CompileAndAddShaderBlob(key, shader_code);
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ComPtr<ID3DBlob> blob;
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HRESULT hr = D3DCreateBlob(iter->second.blob_size, blob.GetAddressOf());
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if (FAILED(hr) || std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
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std::fread(blob->GetBufferPointer(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size)
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{
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Log_ErrorPrintf("Read blob from file failed");
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return {};
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}
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return blob;
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}
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ShaderCache::ComPtr<ID3D11VertexShader> ShaderCache::GetVertexShader(ID3D11Device* device, std::string_view shader_code)
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{
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ComPtr<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Vertex, std::move(shader_code));
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if (!blob)
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return {};
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ComPtr<ID3D11VertexShader> vs;
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HRESULT hr = device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, vs.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create vertex shader from blob: 0x%08X", hr);
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return {};
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}
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return vs;
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}
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ShaderCache::ComPtr<ID3D11GeometryShader> ShaderCache::GetGeometryShader(ID3D11Device* device,
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std::string_view shader_code)
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{
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ComPtr<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Geometry, std::move(shader_code));
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if (!blob)
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return {};
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ComPtr<ID3D11GeometryShader> gs;
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HRESULT hr =
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device->CreateGeometryShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, gs.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create geometry shader from blob: 0x%08X", hr);
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return {};
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}
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return gs;
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}
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ShaderCache::ComPtr<ID3D11PixelShader> ShaderCache::GetPixelShader(ID3D11Device* device, std::string_view shader_code)
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{
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ComPtr<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Pixel, std::move(shader_code));
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if (!blob)
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return {};
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ComPtr<ID3D11PixelShader> ps;
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HRESULT hr = device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, ps.GetAddressOf());
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if (FAILED(hr))
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{
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Log_ErrorPrintf("Failed to create pixel shader from blob: 0x%08X", hr);
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return {};
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}
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return ps;
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}
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||||||
|
ShaderCache::ComPtr<ID3D11ComputeShader> ShaderCache::GetComputeShader(ID3D11Device* device,
|
||||||
|
std::string_view shader_code)
|
||||||
|
{
|
||||||
|
ComPtr<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Compute, std::move(shader_code));
|
||||||
|
if (!blob)
|
||||||
|
return {};
|
||||||
|
|
||||||
|
ComPtr<ID3D11ComputeShader> cs;
|
||||||
|
HRESULT hr = device->CreateComputeShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, cs.GetAddressOf());
|
||||||
|
if (FAILED(hr))
|
||||||
|
{
|
||||||
|
Log_ErrorPrintf("Failed to create compute shader from blob: 0x%08X", hr);
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
return cs;
|
||||||
|
}
|
||||||
|
|
||||||
|
ShaderCache::ComPtr<ID3DBlob> ShaderCache::CompileAndAddShaderBlob(const CacheIndexKey& key,
|
||||||
|
std::string_view shader_code)
|
||||||
|
{
|
||||||
|
ComPtr<ID3DBlob> blob = ShaderCompiler::CompileShader(key.shader_type, m_feature_level, shader_code, m_debug);
|
||||||
|
if (!blob)
|
||||||
|
return {};
|
||||||
|
|
||||||
|
if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
|
||||||
|
return blob;
|
||||||
|
|
||||||
|
CacheIndexData data;
|
||||||
|
data.file_offset = static_cast<u32>(std::ftell(m_blob_file));
|
||||||
|
data.blob_size = static_cast<u32>(blob->GetBufferSize());
|
||||||
|
|
||||||
|
CacheIndexEntry entry = {};
|
||||||
|
entry.source_hash_low = key.source_hash_low;
|
||||||
|
entry.source_hash_high = key.source_hash_high;
|
||||||
|
entry.source_length = key.source_length;
|
||||||
|
entry.shader_type = static_cast<u32>(key.shader_type);
|
||||||
|
entry.blob_size = data.blob_size;
|
||||||
|
entry.file_offset = data.file_offset;
|
||||||
|
|
||||||
|
if (std::fwrite(blob->GetBufferPointer(), 1, entry.blob_size, m_blob_file) != entry.blob_size ||
|
||||||
|
std::fflush(m_blob_file) != 0 || std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 ||
|
||||||
|
std::fflush(m_index_file) != 0)
|
||||||
|
{
|
||||||
|
Log_ErrorPrintf("Failed to write shader blob to file");
|
||||||
|
return blob;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_index.emplace(key, data);
|
||||||
|
return blob;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace D3D11
|
|
@ -0,0 +1,83 @@
|
||||||
|
#pragma once
|
||||||
|
#include "../hash_combine.h"
|
||||||
|
#include "../types.h"
|
||||||
|
#include "../windows_headers.h"
|
||||||
|
#include "shader_compiler.h"
|
||||||
|
#include <cstdio>
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <string_view>
|
||||||
|
#include <unordered_map>
|
||||||
|
#include <vector>
|
||||||
|
#include <wrl/client.h>
|
||||||
|
|
||||||
|
namespace D3D11 {
|
||||||
|
|
||||||
|
class ShaderCache
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
template<typename T>
|
||||||
|
using ComPtr = Microsoft::WRL::ComPtr<T>;
|
||||||
|
|
||||||
|
ShaderCache();
|
||||||
|
~ShaderCache();
|
||||||
|
|
||||||
|
void Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, bool debug);
|
||||||
|
|
||||||
|
ComPtr<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, std::string_view shader_code);
|
||||||
|
|
||||||
|
ComPtr<ID3D11VertexShader> GetVertexShader(ID3D11Device* device, std::string_view shader_code);
|
||||||
|
ComPtr<ID3D11GeometryShader> GetGeometryShader(ID3D11Device* device, std::string_view shader_code);
|
||||||
|
ComPtr<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, std::string_view shader_code);
|
||||||
|
ComPtr<ID3D11ComputeShader> GetComputeShader(ID3D11Device* device, std::string_view shader_code);
|
||||||
|
|
||||||
|
private:
|
||||||
|
static constexpr u32 FILE_VERSION = 1;
|
||||||
|
|
||||||
|
struct CacheIndexKey
|
||||||
|
{
|
||||||
|
u64 source_hash_low;
|
||||||
|
u64 source_hash_high;
|
||||||
|
u32 source_length;
|
||||||
|
ShaderCompiler::Type shader_type;
|
||||||
|
|
||||||
|
bool operator==(const CacheIndexKey& key) const;
|
||||||
|
bool operator!=(const CacheIndexKey& key) const;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct CacheIndexEntryHasher
|
||||||
|
{
|
||||||
|
std::size_t operator()(const CacheIndexKey& e) const noexcept
|
||||||
|
{
|
||||||
|
std::size_t h = 0;
|
||||||
|
hash_combine(h, e.source_hash_low, e.source_hash_high, e.source_length, e.shader_type);
|
||||||
|
return h;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
struct CacheIndexData
|
||||||
|
{
|
||||||
|
u32 file_offset;
|
||||||
|
u32 blob_size;
|
||||||
|
};
|
||||||
|
|
||||||
|
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
|
||||||
|
|
||||||
|
static std::string GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level, bool debug);
|
||||||
|
static CacheIndexKey GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code);
|
||||||
|
|
||||||
|
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
|
||||||
|
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
|
||||||
|
void Close();
|
||||||
|
|
||||||
|
ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code);
|
||||||
|
|
||||||
|
std::FILE* m_index_file = nullptr;
|
||||||
|
std::FILE* m_blob_file = nullptr;
|
||||||
|
|
||||||
|
CacheIndex m_index;
|
||||||
|
|
||||||
|
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
|
||||||
|
bool m_debug = false;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace D3D11
|
|
@ -0,0 +1,10 @@
|
||||||
|
// https://stackoverflow.com/questions/2590677/how-do-i-combine-hash-values-in-c0x
|
||||||
|
#pragma once
|
||||||
|
#include <functional>
|
||||||
|
|
||||||
|
template<typename T, typename... Rest>
|
||||||
|
void hash_combine(std::size_t& seed, const T& v, const Rest&... rest)
|
||||||
|
{
|
||||||
|
seed ^= std::hash<T>{}(v) + 0x9e3779b9 + (seed << 6) + (seed >> 2);
|
||||||
|
(hash_combine(seed, rest), ...);
|
||||||
|
}
|
Loading…
Reference in New Issue