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https://github.com/dolphin-emu/dolphin.git
synced 2025-06-13 00:58:29 +02:00
Move shader caches to VideoCommon
This commit is contained in:
@ -7,7 +7,6 @@
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#include "Common/Align.h"
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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@ -27,17 +26,6 @@
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namespace DX11
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{
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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PixelShaderCache::UberPSCache PixelShaderCache::UberPixelShaders;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_uber_entry;
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PixelShaderUid PixelShaderCache::last_uid;
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UberShader::PixelShaderUid PixelShaderCache::last_uber_uid;
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LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
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extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
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ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
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ID3D11PixelShader* s_ClearProgram = nullptr;
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ID3D11PixelShader* s_AnaglyphProgram = nullptr;
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@ -309,17 +297,6 @@ ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
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return pscbuf;
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}
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// this class will load the precompiled shaders into our cache
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template <typename UidType>
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class PixelShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
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{
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public:
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void Read(const UidType& key, const u8* value, u32 value_size)
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{
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PixelShaderCache::InsertByteCode(key, value, value_size);
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}
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};
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void PixelShaderCache::Init()
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{
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unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
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@ -344,58 +321,6 @@ void PixelShaderCache::Init()
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s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code);
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CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
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D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
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Clear();
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SETSTAT(stats.numPixelShadersCreated, 0);
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SETSTAT(stats.numPixelShadersAlive, 0);
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCache();
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if (g_ActiveConfig.CanPrecompileUberShaders())
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QueueUberShaderCompiles();
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}
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void PixelShaderCache::LoadShaderCache()
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{
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PixelShaderCacheInserter<PixelShaderUid> inserter;
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g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter);
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PixelShaderCacheInserter<UberShader::PixelShaderUid> uber_inserter;
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g_uber_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberPS", false, true),
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uber_inserter);
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}
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void PixelShaderCache::Reload()
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{
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g_ps_disk_cache.Sync();
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g_ps_disk_cache.Close();
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g_uber_ps_disk_cache.Sync();
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g_uber_ps_disk_cache.Close();
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Clear();
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCache();
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if (g_ActiveConfig.CanPrecompileUberShaders())
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QueueUberShaderCompiles();
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}
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// ONLY to be used during shutdown.
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void PixelShaderCache::Clear()
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{
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for (auto& iter : PixelShaders)
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iter.second.Destroy();
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for (auto& iter : UberPixelShaders)
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iter.second.Destroy();
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PixelShaders.clear();
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UberPixelShaders.clear();
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last_entry = nullptr;
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last_uber_entry = nullptr;
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last_uid = {};
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last_uber_uid = {};
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}
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// Used in Swap() when AA mode has changed
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@ -420,255 +345,5 @@ void PixelShaderCache::Shutdown()
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SAFE_RELEASE(s_rgba6_to_rgb8[i]);
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SAFE_RELEASE(s_rgb8_to_rgba6[i]);
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}
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Clear();
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g_ps_disk_cache.Sync();
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g_ps_disk_cache.Close();
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g_uber_ps_disk_cache.Sync();
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g_uber_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader()
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{
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if (g_ActiveConfig.bDisableSpecializedShaders)
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return SetUberShader();
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PixelShaderUid uid = GetPixelShaderUid();
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ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
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if (last_entry && uid == last_uid)
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{
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if (last_entry->pending)
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return SetUberShader();
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if (!last_entry->shader)
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return false;
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D3D::stateman->SetPixelShader(last_entry->shader);
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return true;
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}
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// Check if the shader is already in the cache
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auto iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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const PSCacheEntry& entry = iter->second;
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if (entry.pending)
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return SetUberShader();
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last_uid = uid;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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if (!last_entry->shader)
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return false;
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D3D::stateman->SetPixelShader(last_entry->shader);
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return true;
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}
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// Background compiling?
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if (g_ActiveConfig.CanBackgroundCompileShaders())
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{
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// Create a pending entry
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PSCacheEntry entry;
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entry.pending = true;
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PixelShaders[uid] = entry;
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// Queue normal shader compiling and use ubershader
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g_async_compiler->QueueWorkItem(
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g_async_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
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return SetUberShader();
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}
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// Need to compile a new shader
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D3DBlob* bytecode = nullptr;
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ShaderCode code =
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GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
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D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
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if (!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
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{
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SAFE_RELEASE(bytecode);
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return false;
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}
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g_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
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return SetShader();
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}
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bool PixelShaderCache::SetUberShader()
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{
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UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
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UberShader::ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
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if (last_uber_entry && last_uber_uid == uid)
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{
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if (!last_uber_entry->shader)
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return false;
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D3D::stateman->SetPixelShader(last_uber_entry->shader);
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return true;
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}
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auto iter = UberPixelShaders.find(uid);
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if (iter != UberPixelShaders.end())
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{
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const PSCacheEntry& entry = iter->second;
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last_uber_uid = uid;
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last_uber_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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if (!last_uber_entry->shader)
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return false;
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D3D::stateman->SetPixelShader(last_uber_entry->shader);
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return true;
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}
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D3DBlob* bytecode = nullptr;
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ShaderCode code =
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UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
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D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
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if (!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
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{
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SAFE_RELEASE(bytecode);
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return false;
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}
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// Lookup map again.
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g_uber_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
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bytecode->Release();
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return SetUberShader();
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}
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bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len)
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{
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ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
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if (!InsertShader(uid, shader))
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{
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SAFE_RELEASE(shader);
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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 PixelShaderCache::InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data,
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size_t len)
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{
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ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
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if (!InsertShader(uid, shader))
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{
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SAFE_RELEASE(shader);
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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 PixelShaderCache::InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader)
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{
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auto iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end() && !iter->second.pending)
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return false;
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PSCacheEntry& newentry = PixelShaders[uid];
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newentry.pending = false;
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newentry.shader = shader;
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
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return (shader != nullptr);
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}
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bool PixelShaderCache::InsertShader(const UberShader::PixelShaderUid& uid,
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ID3D11PixelShader* shader)
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{
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auto iter = UberPixelShaders.find(uid);
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if (iter != UberPixelShaders.end() && !iter->second.pending)
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return false;
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PSCacheEntry& newentry = UberPixelShaders[uid];
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newentry.pending = false;
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newentry.shader = shader;
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return (shader != nullptr);
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}
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void PixelShaderCache::QueueUberShaderCompiles()
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{
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UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& uid) {
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if (UberPixelShaders.find(uid) != UberPixelShaders.end())
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return;
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g_async_compiler->QueueWorkItem(
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g_async_compiler->CreateWorkItem<UberPixelShaderCompilerWorkItem>(uid));
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});
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g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
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Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
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static_cast<int>(completed), static_cast<int>(total));
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});
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g_async_compiler->RetrieveWorkItems();
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Host_UpdateProgressDialog("", -1, -1);
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}
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PixelShaderCache::PixelShaderCompilerWorkItem::PixelShaderCompilerWorkItem(
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const PixelShaderUid& uid)
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{
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std::memcpy(&m_uid, &uid, sizeof(uid));
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}
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PixelShaderCache::PixelShaderCompilerWorkItem::~PixelShaderCompilerWorkItem()
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{
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SAFE_RELEASE(m_bytecode);
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}
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bool PixelShaderCache::PixelShaderCompilerWorkItem::Compile()
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{
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ShaderCode code =
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GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
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if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
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m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
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return true;
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}
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void PixelShaderCache::PixelShaderCompilerWorkItem::Retrieve()
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{
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if (InsertShader(m_uid, m_shader))
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g_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
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else
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SAFE_RELEASE(m_shader);
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}
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PixelShaderCache::UberPixelShaderCompilerWorkItem::UberPixelShaderCompilerWorkItem(
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const UberShader::PixelShaderUid& uid)
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{
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std::memcpy(&m_uid, &uid, sizeof(uid));
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}
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PixelShaderCache::UberPixelShaderCompilerWorkItem::~UberPixelShaderCompilerWorkItem()
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{
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SAFE_RELEASE(m_bytecode);
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}
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bool PixelShaderCache::UberPixelShaderCompilerWorkItem::Compile()
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{
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ShaderCode code =
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UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
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if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
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m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
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return true;
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}
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void PixelShaderCache::UberPixelShaderCompilerWorkItem::Retrieve()
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{
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if (InsertShader(m_uid, m_shader))
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g_uber_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
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else
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SAFE_RELEASE(m_shader);
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}
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} // DX11
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