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VideoCommon: add custom shader cache
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@ -0,0 +1,376 @@
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// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/VideoConfig.h"
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CustomShaderCache::CustomShaderCache()
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{
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m_api_type = g_ActiveConfig.backend_info.api_type;
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m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
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m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
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m_async_shader_compiler->StartWorkerThreads(1); // TODO
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m_async_uber_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
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m_async_uber_shader_compiler->StartWorkerThreads(1); // TODO
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m_frame_end_handler =
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AfterFrameEvent::Register([this] { RetrieveAsyncShaders(); }, "RetreiveAsyncShaders");
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}
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CustomShaderCache::~CustomShaderCache()
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{
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if (m_async_shader_compiler)
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m_async_shader_compiler->StopWorkerThreads();
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if (m_async_uber_shader_compiler)
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m_async_uber_shader_compiler->StopWorkerThreads();
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}
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void CustomShaderCache::RetrieveAsyncShaders()
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{
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m_async_shader_compiler->RetrieveWorkItems();
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m_async_uber_shader_compiler->RetrieveWorkItems();
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}
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void CustomShaderCache::Reload()
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{
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while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
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{
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m_async_shader_compiler->RetrieveWorkItems();
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}
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while (m_async_uber_shader_compiler->HasPendingWork() ||
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m_async_uber_shader_compiler->HasCompletedWork())
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{
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m_async_uber_shader_compiler->RetrieveWorkItems();
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}
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m_ps_cache = {};
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m_uber_ps_cache = {};
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m_pipeline_cache = {};
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m_uber_pipeline_cache = {};
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}
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std::optional<const AbstractPipeline*>
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CustomShaderCache::GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config)
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{
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if (auto holder = m_pipeline_cache.GetHolder(uid, custom_shaders))
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{
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if (holder->pending)
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return std::nullopt;
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return holder->value.get();
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}
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AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
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return std::nullopt;
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}
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std::optional<const AbstractPipeline*>
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CustomShaderCache::GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config)
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{
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if (auto holder = m_uber_pipeline_cache.GetHolder(uid, custom_shaders))
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{
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if (holder->pending)
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return std::nullopt;
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return holder->value.get();
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}
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AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
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return std::nullopt;
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}
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void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config)
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{
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class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXPipelineUid& uid,
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const CustomShaderInstance& custom_shaders, PipelineIterator iterator,
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const AbstractPipelineConfig& pipeline_config)
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: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
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m_custom_shaders(custom_shaders), m_config(pipeline_config)
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{
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SetStagesReady();
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}
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void SetStagesReady()
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{
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m_stages_ready = true;
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PixelShaderUid ps_uid = m_uid.ps_uid;
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ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
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&ps_uid);
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if (auto holder = m_shader_cache->m_ps_cache.GetHolder(ps_uid, m_custom_shaders))
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{
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// If the pixel shader is no longer pending compilation
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// and the shader compilation succeeded, set
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// the pipeline to use the new pixel shader.
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// Otherwise, use the existing shader.
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if (!holder->pending && holder->value.get())
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{
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m_config.pixel_shader = holder->value.get();
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}
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m_stages_ready &= !holder->pending;
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}
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else
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{
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m_stages_ready &= false;
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m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
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}
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}
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bool Compile() override
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{
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if (m_stages_ready)
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{
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m_pipeline = g_gfx->CreatePipeline(m_config);
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}
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return true;
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}
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void Retrieve() override
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{
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if (m_stages_ready)
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{
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m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
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}
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else
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{
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// Re-queue for next frame.
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auto wi = m_shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
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m_shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), 0);
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}
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}
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private:
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CustomShaderCache* m_shader_cache;
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std::unique_ptr<AbstractPipeline> m_pipeline;
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VideoCommon::GXPipelineUid m_uid;
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PipelineIterator m_iterator;
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AbstractPipelineConfig m_config;
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CustomShaderInstance m_custom_shaders;
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bool m_stages_ready;
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};
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auto list_iter = m_pipeline_cache.InsertElement(uid, custom_shaders);
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auto work_item = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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this, uid, custom_shaders, list_iter, pipeline_config);
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m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
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}
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void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config)
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{
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class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXUberPipelineUid& uid,
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const CustomShaderInstance& custom_shaders, UberPipelineIterator iterator,
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const AbstractPipelineConfig& pipeline_config)
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: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
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m_custom_shaders(custom_shaders), m_config(pipeline_config)
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{
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SetStagesReady();
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}
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void SetStagesReady()
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{
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m_stages_ready = true;
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UberShader::PixelShaderUid ps_uid = m_uid.ps_uid;
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ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
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&ps_uid);
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if (auto holder = m_shader_cache->m_uber_ps_cache.GetHolder(ps_uid, m_custom_shaders))
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{
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if (!holder->pending && holder->value.get())
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{
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m_config.pixel_shader = holder->value.get();
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}
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m_stages_ready &= !holder->pending;
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}
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else
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{
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m_stages_ready &= false;
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m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
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}
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}
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bool Compile() override
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{
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if (m_stages_ready)
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{
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if (m_config.pixel_shader == nullptr || m_config.vertex_shader == nullptr)
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return false;
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m_pipeline = g_gfx->CreatePipeline(m_config);
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}
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return true;
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}
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void Retrieve() override
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{
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if (m_stages_ready)
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{
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m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
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}
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else
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{
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// Re-queue for next frame.
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auto wi = m_shader_cache->m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
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m_shader_cache->m_async_uber_shader_compiler->QueueWorkItem(std::move(wi), 0);
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}
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}
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private:
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CustomShaderCache* m_shader_cache;
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std::unique_ptr<AbstractPipeline> m_pipeline;
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VideoCommon::GXUberPipelineUid m_uid;
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UberPipelineIterator m_iterator;
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AbstractPipelineConfig m_config;
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CustomShaderInstance m_custom_shaders;
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bool m_stages_ready;
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};
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auto list_iter = m_uber_pipeline_cache.InsertElement(uid, custom_shaders);
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auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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this, uid, custom_shaders, list_iter, pipeline_config);
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m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
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}
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void CustomShaderCache::NotifyPipelineFinished(PipelineIterator iterator,
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std::unique_ptr<AbstractPipeline> pipeline)
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{
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iterator->second.pending = false;
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iterator->second.value = std::move(pipeline);
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}
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void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
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std::unique_ptr<AbstractPipeline> pipeline)
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{
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iterator->second.pending = false;
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iterator->second.value = std::move(pipeline);
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}
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void CustomShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders)
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{
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class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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PixelShaderWorkItem(CustomShaderCache* shader_cache, const PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders, PixelShaderIterator iter)
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: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
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{
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}
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bool Compile() override
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{
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m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
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return true;
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}
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void Retrieve() override
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{
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m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
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}
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private:
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CustomShaderCache* m_shader_cache;
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std::unique_ptr<AbstractShader> m_shader;
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PixelShaderUid m_uid;
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CustomShaderInstance m_custom_shaders;
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PixelShaderIterator m_iter;
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};
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auto list_iter = m_ps_cache.InsertElement(uid, custom_shaders);
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auto work_item = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
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this, uid, custom_shaders, list_iter);
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m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
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}
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void CustomShaderCache::QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders)
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{
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class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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PixelShaderWorkItem(CustomShaderCache* shader_cache, const UberShader::PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders, UberPixelShaderIterator iter)
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: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
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{
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}
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bool Compile() override
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{
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m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
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return true;
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}
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void Retrieve() override
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{
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m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
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}
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private:
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CustomShaderCache* m_shader_cache;
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std::unique_ptr<AbstractShader> m_shader;
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UberShader::PixelShaderUid m_uid;
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CustomShaderInstance m_custom_shaders;
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UberPixelShaderIterator m_iter;
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};
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auto list_iter = m_uber_ps_cache.InsertElement(uid, custom_shaders);
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auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
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this, uid, custom_shaders, list_iter);
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m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
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}
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std::unique_ptr<AbstractShader>
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CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders) const
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{
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const ShaderCode source_code = GeneratePixelShaderCode(
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m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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"Custom Pixel Shader");
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}
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std::unique_ptr<AbstractShader>
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CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders) const
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{
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const ShaderCode source_code =
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GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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"Custom Uber Pixel Shader");
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}
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void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
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std::unique_ptr<AbstractShader> shader)
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{
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iterator->second.pending = false;
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iterator->second.value = std::move(shader);
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}
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void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
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std::unique_ptr<AbstractShader> shader)
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{
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iterator->second.pending = false;
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iterator->second.value = std::move(shader);
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}
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