mirror of https://github.com/PCSX2/pcsx2.git
Common: Add D3D11 shader cache/compiler classes
This commit is contained in:
parent
283dcaffe2
commit
921689aa04
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@ -168,9 +168,13 @@ endif()
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if(WIN32)
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enable_language(ASM_MASM)
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target_sources(common PRIVATE FastJmp.asm)
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target_link_libraries(common PUBLIC pthreads4w Winmm.lib)
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target_link_libraries(common PUBLIC WIL::WIL pthreads4w Winmm.lib)
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target_sources(common PRIVATE
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FastJmp.asm
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D3D11/ShaderCache.cpp
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D3D11/ShaderCache.h
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D3D11/ShaderCompiler.cpp
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D3D11/ShaderCompiler.h
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GL/ContextWGL.cpp
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GL/ContextWGL.h
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)
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@ -0,0 +1,385 @@
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "common/PrecompiledHeader.h"
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#include "common/D3D11/ShaderCache.h"
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#include "common/D3D11/ShaderCompiler.h"
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#include "common/FileSystem.h"
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#include "common/Console.h"
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#include "common/MD5Digest.h"
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#include <d3dcompiler.h>
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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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u64 macro_hash_low;
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u64 macro_hash_high;
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u64 entry_point_low;
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u64 entry_point_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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D3D11::ShaderCache::ShaderCache() = default;
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D3D11::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 D3D11::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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macro_hash_low == key.macro_hash_low && macro_hash_high == key.macro_hash_high &&
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entry_point_low == key.entry_point_low && entry_point_high == key.entry_point_high &&
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shader_type == key.shader_type && source_length == key.source_length);
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}
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bool D3D11::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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macro_hash_low != key.macro_hash_low || macro_hash_high != key.macro_hash_high ||
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entry_point_low != key.entry_point_low || entry_point_high != key.entry_point_high ||
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shader_type != key.shader_type || source_length != key.source_length);
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}
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bool D3D11::ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug)
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{
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m_feature_level = feature_level;
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m_version = version;
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m_debug = debug;
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if (!base_path.empty())
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{
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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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return CreateNew(index_filename, blob_filename);
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}
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return true;
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}
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bool D3D11::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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Console.Warning("Removing existing index file '%s'", index_filename.c_str());
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FileSystem::DeleteFilePath(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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Console.Warning("Removing existing blob file '%s'", blob_filename.c_str());
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FileSystem::DeleteFilePath(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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Console.Error("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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std::fwrite(&m_version, sizeof(m_version), 1, m_index_file) != 1)
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{
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Console.Error("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::DeleteFilePath(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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Console.Error("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::DeleteFilePath(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 D3D11::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 = 0;
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u32 data_version = 0;
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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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std::fread(&data_version, sizeof(data_version), 1, m_index_file) != 1 || data_version != m_version)
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{
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Console.Error("Bad file/data 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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Console.Error("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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Console.Error("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{
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entry.source_hash_low, entry.source_hash_high,
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entry.macro_hash_low, entry.macro_hash_high,
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entry.entry_point_low, entry.entry_point_high,
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entry.source_length, 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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// ensure we don't write before seeking
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std::fseek(m_index_file, 0, SEEK_END);
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DevCon.WriteLn("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 D3D11::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_SEPARATOR_STR "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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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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D3D11::ShaderCache::CacheIndexKey D3D11::ShaderCache::GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros, const char* entry_point)
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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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CacheIndexKey key = {};
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key.shader_type = type;
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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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key.source_hash_low = hash_low;
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key.source_hash_high = hash_high;
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key.source_length = static_cast<u32>(shader_code.length());
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if (macros)
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{
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digest.Reset();
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for (const D3D_SHADER_MACRO* macro = macros; macro->Name != nullptr; macro++)
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{
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digest.Update(macro->Name, std::strlen(macro->Name));
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digest.Update(macro->Definition, std::strlen(macro->Definition));
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}
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digest.Final(hash);
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key.macro_hash_low = hash_low;
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key.macro_hash_high = hash_high;
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}
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digest.Reset();
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digest.Update(entry_point, static_cast<u32>(std::strlen(entry_point)));
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digest.Final(hash);
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key.entry_point_low = hash_low;
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key.entry_point_high = hash_high;
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return key;
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}
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wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCache::GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
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{
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const auto key = GetCacheKey(type, shader_code, macros, entry_point);
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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, macros, entry_point);
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wil::com_ptr_nothrow<ID3DBlob> blob;
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HRESULT hr = D3DCreateBlob(iter->second.blob_size, blob.put());
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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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Console.Error("(D3D11::ShaderCache::GetShaderBlob): 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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wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCache::GetVertexShader(ID3D11Device* device,
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const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
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{
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wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Vertex, shader_code, macros, entry_point);
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if (!blob)
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return {};
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return D3D11::ShaderCompiler::CreateVertexShader(device, blob.get());
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}
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bool D3D11::ShaderCache::GetVertexShaderAndInputLayout(ID3D11Device* device,
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ID3D11VertexShader** vs, ID3D11InputLayout** il,
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const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
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{
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wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Vertex, shader_code, macros, entry_point);
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if (!blob)
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return false;
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wil::com_ptr_nothrow<ID3D11VertexShader> actual_vs = D3D11::ShaderCompiler::CreateVertexShader(device, blob.get());
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if (!actual_vs)
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return false;
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HRESULT hr = device->CreateInputLayout(layout, layout_size, blob->GetBufferPointer(), blob->GetBufferSize(), il);
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if (FAILED(hr))
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{
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Console.Error("(GetVertexShaderAndInputLayout) Failed to create input layout: %08X", hr);
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return false;
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}
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*vs = actual_vs.detach();
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return true;
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}
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wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCache::GetGeometryShader(ID3D11Device* device,
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const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
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{
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wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Geometry, shader_code, macros, entry_point);
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if (!blob)
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return {};
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return D3D11::ShaderCompiler::CreateGeometryShader(device, blob.get());
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}
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wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCache::GetPixelShader(ID3D11Device* device,
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const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
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{
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wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Pixel, shader_code, macros, entry_point);
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if (!blob)
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return {};
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return D3D11::ShaderCompiler::CreatePixelShader(device, blob.get());
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}
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wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCache::GetComputeShader(ID3D11Device* device,
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const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
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{
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wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Compute, shader_code, macros, entry_point);
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if (!blob)
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return {};
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return D3D11::ShaderCompiler::CreateComputeShader(device, blob.get());
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}
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wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCache::CompileAndAddShaderBlob(const CacheIndexKey& key,
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const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point)
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{
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wil::com_ptr_nothrow<ID3DBlob> blob = ShaderCompiler::CompileShader(key.shader_type, m_feature_level, m_debug, shader_code, macros, entry_point);
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if (!blob)
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return {};
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if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
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return blob;
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CacheIndexData data;
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data.file_offset = static_cast<u32>(std::ftell(m_blob_file));
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data.blob_size = static_cast<u32>(blob->GetBufferSize());
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CacheIndexEntry entry = {};
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entry.source_hash_low = key.source_hash_low;
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entry.source_hash_high = key.source_hash_high;
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entry.macro_hash_low = key.macro_hash_low;
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entry.macro_hash_high = key.macro_hash_high;
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entry.entry_point_low = key.entry_point_low;
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entry.entry_point_high = key.entry_point_high;
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entry.source_length = key.source_length;
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entry.shader_type = static_cast<u32>(key.shader_type);
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entry.blob_size = data.blob_size;
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entry.file_offset = data.file_offset;
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if (std::fwrite(blob->GetBufferPointer(), 1, entry.blob_size, m_blob_file) != entry.blob_size ||
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std::fflush(m_blob_file) != 0 || std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 ||
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std::fflush(m_index_file) != 0)
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{
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Console.Error("(D3D11::ShaderCache::CompileAndAddShaderBlob) Failed to write shader blob to file");
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return blob;
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}
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m_index.emplace(key, data);
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return blob;
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}
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@ -0,0 +1,119 @@
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
|
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/HashCombine.h"
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#include "common/RedtapeWindows.h"
|
||||
#include "common/D3D11/ShaderCompiler.h"
|
||||
#include <cstdio>
|
||||
#include <d3d11.h>
|
||||
#include <string_view>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <wil/com.h>
|
||||
|
||||
namespace D3D11
|
||||
{
|
||||
class ShaderCache
|
||||
{
|
||||
public:
|
||||
ShaderCache();
|
||||
~ShaderCache();
|
||||
|
||||
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
|
||||
bool UsingDebugShaders() const { return m_debug; }
|
||||
|
||||
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> GetVertexShader(ID3D11Device* device, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
bool GetVertexShaderAndInputLayout(ID3D11Device* device,
|
||||
ID3D11VertexShader** vs, ID3D11InputLayout** il,
|
||||
const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size,
|
||||
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> GetGeometryShader(ID3D11Device* device, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> GetComputeShader(ID3D11Device* device, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
private:
|
||||
static constexpr u32 FILE_VERSION = 1;
|
||||
|
||||
struct CacheIndexKey
|
||||
{
|
||||
u64 source_hash_low;
|
||||
u64 source_hash_high;
|
||||
u64 macro_hash_low;
|
||||
u64 macro_hash_high;
|
||||
u64 entry_point_low;
|
||||
u64 entry_point_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;
|
||||
HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high,
|
||||
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,
|
||||
const D3D_SHADER_MACRO* macros, const char* entry_point);
|
||||
|
||||
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();
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros, const char* entry_point);
|
||||
|
||||
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;
|
||||
u32 m_version = 0;
|
||||
bool m_debug = false;
|
||||
};
|
||||
} // namespace D3D11
|
|
@ -0,0 +1,215 @@
|
|||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2022 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
* ation, either version 3 of the License, or (at your option) any later version.
|
||||
*
|
||||
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
||||
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
* PURPOSE. See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along with PCSX2.
|
||||
* If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "common/PrecompiledHeader.h"
|
||||
#include "common/D3D11/ShaderCompiler.h"
|
||||
#include "common/Console.h"
|
||||
#include "common/StringUtil.h"
|
||||
#include <array>
|
||||
#include <d3dcompiler.h>
|
||||
#include <fstream>
|
||||
|
||||
static unsigned s_next_bad_shader_id = 1;
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, bool debug,
|
||||
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
const char* target;
|
||||
switch (feature_level)
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
{
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "gs_4_0", "ps_4_0", "cs_4_0"}};
|
||||
target = targets[static_cast<int>(type)];
|
||||
}
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
{
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "gs_4_1", "ps_4_1", "cs_4_1"}};
|
||||
target = targets[static_cast<int>(type)];
|
||||
}
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_11_0:
|
||||
{
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "gs_5_0", "ps_5_0", "cs_5_0"}};
|
||||
target = targets[static_cast<int>(type)];
|
||||
}
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_11_1:
|
||||
default:
|
||||
{
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "gs_5_1", "ps_5_1", "cs_5_1"}};
|
||||
target = targets[static_cast<int>(type)];
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
static constexpr UINT flags_non_debug = D3DCOMPILE_OPTIMIZATION_LEVEL3;
|
||||
static constexpr UINT flags_debug = D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_DEBUG;
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> blob;
|
||||
wil::com_ptr_nothrow<ID3DBlob> error_blob;
|
||||
const HRESULT hr =
|
||||
D3DCompile(code.data(), code.size(), "0", macros, nullptr, entry_point, target, debug ? flags_debug : flags_non_debug,
|
||||
0, blob.put(), error_blob.put());
|
||||
|
||||
std::string error_string;
|
||||
if (error_blob)
|
||||
{
|
||||
error_string.append(static_cast<const char*>(error_blob->GetBufferPointer()), error_blob->GetBufferSize());
|
||||
error_blob.reset();
|
||||
}
|
||||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.WriteLn("Failed to compile '%s':\n%s", target, error_string.c_str());
|
||||
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream::out | std::ofstream::binary);
|
||||
if (ofs.is_open())
|
||||
{
|
||||
ofs << code;
|
||||
ofs << "\n\nCompile as " << target << " failed: " << hr << "\n";
|
||||
ofs.write(error_string.c_str(), error_string.size());
|
||||
ofs.close();
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
if (!error_string.empty())
|
||||
Console.Warning("'%s' compiled with warnings:\n%s", target, error_string.c_str());
|
||||
|
||||
return blob;
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CompileAndCreateVertexShader(ID3D11Device* device, bool debug,
|
||||
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Vertex, device->GetFeatureLevel(), debug, code, macros, entry_point);
|
||||
if (!blob)
|
||||
return {};
|
||||
|
||||
return CreateVertexShader(device, blob.get());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CompileAndCreateGeometryShader(ID3D11Device* device, bool debug,
|
||||
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), debug, code, macros, entry_point);
|
||||
if (!blob)
|
||||
return {};
|
||||
|
||||
return CreateGeometryShader(device, blob.get());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CompileAndCreatePixelShader(ID3D11Device* device, bool debug,
|
||||
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Pixel, device->GetFeatureLevel(), debug, code, macros, entry_point);
|
||||
if (!blob)
|
||||
return {};
|
||||
|
||||
return CreatePixelShader(device, blob.get());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CompileAndCreateComputeShader(ID3D11Device* device, bool debug,
|
||||
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Compute, device->GetFeatureLevel(), debug, code, macros, entry_point);
|
||||
if (!blob)
|
||||
return {};
|
||||
|
||||
return CreateComputeShader(device, blob.get());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> shader;
|
||||
const HRESULT hr = device->CreateVertexShader(bytecode, bytecode_length, nullptr, shader.put());
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Failed to create vertex shader: 0x%08X", hr);
|
||||
return {};
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob)
|
||||
{
|
||||
return CreateVertexShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
|
||||
const_cast<ID3DBlob*>(blob)->GetBufferSize());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> shader;
|
||||
const HRESULT hr = device->CreateGeometryShader(bytecode, bytecode_length, nullptr, shader.put());
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Failed to create geometry shader: 0x%08X", hr);
|
||||
return {};
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob)
|
||||
{
|
||||
return CreateGeometryShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
|
||||
const_cast<ID3DBlob*>(blob)->GetBufferSize());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> shader;
|
||||
const HRESULT hr = device->CreatePixelShader(bytecode, bytecode_length, nullptr, shader.put());
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Failed to create pixel shader: 0x%08X", hr);
|
||||
return {};
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob)
|
||||
{
|
||||
return CreatePixelShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
|
||||
const_cast<ID3DBlob*>(blob)->GetBufferSize());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> shader;
|
||||
const HRESULT hr = device->CreateComputeShader(bytecode, bytecode_length, nullptr, shader.put());
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Failed to create compute shader: 0x%08X", hr);
|
||||
return {};
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> D3D11::ShaderCompiler::CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob)
|
||||
{
|
||||
return CreateComputeShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
|
||||
const_cast<ID3DBlob*>(blob)->GetBufferSize());
|
||||
}
|
|
@ -0,0 +1,53 @@
|
|||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2022 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
* ation, either version 3 of the License, or (at your option) any later version.
|
||||
*
|
||||
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
||||
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
* PURPOSE. See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along with PCSX2.
|
||||
* If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "common/RedtapeWindows.h"
|
||||
#include <d3d11.h>
|
||||
#include <string_view>
|
||||
#include <type_traits>
|
||||
#include <wil/com.h>
|
||||
|
||||
namespace D3D11::ShaderCompiler
|
||||
{
|
||||
enum class Type
|
||||
{
|
||||
Vertex,
|
||||
Geometry,
|
||||
Pixel,
|
||||
Compute
|
||||
};
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> CompileShader(Type type, D3D_FEATURE_LEVEL feature_level, bool debug, const std::string_view& code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, bool debug, const std::string_view& code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, bool debug, const std::string_view& code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, bool debug, const std::string_view& code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, bool debug, const std::string_view& code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob);
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob);
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob);
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const ID3DBlob* blob);
|
||||
}; // namespace D3D11::ShaderCompiler
|
|
@ -45,6 +45,8 @@
|
|||
<ItemGroup>
|
||||
<ClCompile Include="AlignedMalloc.cpp" />
|
||||
<ClCompile Include="Console.cpp" />
|
||||
<ClCompile Include="D3D11\ShaderCache.cpp" />
|
||||
<ClCompile Include="D3D11\ShaderCompiler.cpp" />
|
||||
<ClCompile Include="Exceptions.cpp" />
|
||||
<ClCompile Include="FastFormatString.cpp" />
|
||||
<ClCompile Include="FastJmp.cpp">
|
||||
|
@ -120,6 +122,8 @@
|
|||
<ClInclude Include="Align.h" />
|
||||
<ClInclude Include="AlignedMalloc.h" />
|
||||
<ClInclude Include="BitCast.h" />
|
||||
<ClInclude Include="D3D11\ShaderCache.h" />
|
||||
<ClInclude Include="D3D11\ShaderCompiler.h" />
|
||||
<ClInclude Include="EmbeddedImage.h" />
|
||||
<ClInclude Include="boost_spsc_queue.hpp" />
|
||||
<ClInclude Include="FastJmp.h" />
|
||||
|
|
|
@ -181,6 +181,12 @@
|
|||
<ClCompile Include="Vulkan\vk_mem_alloc.cpp">
|
||||
<Filter>Source Files\Vulkan</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="D3D11\ShaderCache.cpp">
|
||||
<Filter>Source Files\D3D11</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="D3D11\ShaderCompiler.cpp">
|
||||
<Filter>Source Files\D3D11</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="AlignedMalloc.h">
|
||||
|
@ -411,6 +417,12 @@
|
|||
<ClInclude Include="GL\ShaderCache.h">
|
||||
<Filter>Header Files\GL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="D3D11\ShaderCache.h">
|
||||
<Filter>Header Files\D3D11</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="D3D11\ShaderCompiler.h">
|
||||
<Filter>Header Files\D3D11</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
|
@ -431,6 +443,12 @@
|
|||
<Filter Include="Header Files\Vulkan">
|
||||
<UniqueIdentifier>{46f36c68-0e0e-4acd-a621-3365e3167c4f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files\D3D11">
|
||||
<UniqueIdentifier>{f428aac0-c9c5-4b66-b218-9829dce45d13}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Header Files\D3D11">
|
||||
<UniqueIdentifier>{764ddf71-77a6-41b8-bc65-1eef94b6997b}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="EventSource.inl">
|
||||
|
|
Loading…
Reference in New Issue