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161 lines
4.0 KiB
C++
161 lines
4.0 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <string>
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/Globals.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
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const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
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GeometryShaderUid GeometryShaderCache::last_uid;
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UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
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LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
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ID3D11Buffer* gscbuf = nullptr;
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// this class will load the precompiled shaders into our cache
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class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
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{
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public:
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void Read(const GeometryShaderUid &key, const u8 *value, u32 value_size)
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{
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GeometryShaderCache::InsertByteCode(key, value, value_size);
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}
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};
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void GeometryShaderCache::Init()
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{
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Clear();
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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std::string cache_filename = StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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GeometryShaderCacheInserter inserter;
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g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = nullptr;
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}
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// ONLY to be used during shutdown.
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void GeometryShaderCache::Clear()
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{
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for (auto& iter : GeometryShaders)
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iter.second.Destroy();
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GeometryShaders.clear();
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geometry_uid_checker.Invalidate();
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last_entry = nullptr;
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}
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void GeometryShaderCache::Shutdown()
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{
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Clear();
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g_gs_disk_cache.Sync();
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g_gs_disk_cache.Close();
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}
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bool GeometryShaderCache::SetShader(u32 components)
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{
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GeometryShaderUid uid;
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GetGeometryShaderUid(uid, components, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateGeometryShaderCode(code, components, API_D3D);
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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// Check if the shader is already set
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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return (last_entry->shader != nullptr);
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}
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}
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last_uid = uid;
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// Check if the shader is already in the cache
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GSCache::iterator iter;
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iter = GeometryShaders.find(uid);
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if (iter != GeometryShaders.end())
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{
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const GSCacheEntry &entry = iter->second;
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last_entry = &entry;
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return (entry.shader != nullptr);
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}
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// Need to compile a new shader
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ShaderCode code;
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GenerateGeometryShaderCode(code, components, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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}
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// Insert the bytecode into the caches
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g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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GeometryShaders[uid].code = code.GetBuffer();
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}
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return success;
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}
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bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
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{
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ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
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if (shader == nullptr)
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return false;
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
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// Make an entry in the table
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GSCacheEntry newentry;
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newentry.shader = shader;
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GeometryShaders[uid] = newentry;
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last_entry = &GeometryShaders[uid];
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if (!shader)
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return false;
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return true;
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}
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} // DX11
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