Example #1
0
void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type)
{
  SetCurrentPrimitiveTopology(gs_primitive_type);

  GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
  PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode);
  VertexShaderUid vs_uid = GetVertexShaderUid();

  bool gs_changed = gs_uid != s_last_geometry_shader_uid;
  bool ps_changed = ps_uid != s_last_pixel_shader_uid;
  bool vs_changed = vs_uid != s_last_vertex_shader_uid;

  if (!gs_changed && !ps_changed && !vs_changed)
  {
    return;
  }

  if (gs_changed)
  {
    HandleGSUIDChange(gs_uid, gs_primitive_type);
  }

  if (ps_changed)
  {
    HandlePSUIDChange(ps_uid, ps_dst_alpha_mode);
  }

  if (vs_changed)
  {
    HandleVSUIDChange(vs_uid);
  }

  // A Uid has changed, so the PSO will need to be reset at next ApplyState.
  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
Example #2
0
bool VertexShaderCache::SetShader(u32 components)
{
	VertexShaderUid uid;
	GetVertexShaderUid(uid, components, API_D3D);
	if (g_ActiveConfig.bEnableShaderDebugging)
	{
		ShaderCode code;
		GenerateVertexShaderCode(code, components, API_D3D);
		vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
	}

	if (last_entry)
	{
		if (uid == last_uid)
		{
			GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
			return (last_entry->shader != nullptr);
		}
	}

	last_uid = uid;

	VSCache::iterator iter = vshaders.find(uid);
	if (iter != vshaders.end())
	{
		const VSCacheEntry &entry = iter->second;
		last_entry = &entry;

		GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
		return (entry.shader != nullptr);
	}

	ShaderCode code;
	GenerateVertexShaderCode(code, components, API_D3D);

	D3DBlob* pbytecode = nullptr;
	D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);

	if (pbytecode == nullptr)
	{
		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
		return false;
	}
	g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());

	bool success = InsertByteCode(uid, pbytecode);
	pbytecode->Release();

	if (g_ActiveConfig.bEnableShaderDebugging && success)
	{
		vshaders[uid].code = code.GetBuffer();
	}

	GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
	return success;
}
Example #3
0
bool VertexShaderCache::SetShader(u32 components)
{
	VertexShaderUid uid;
	GetVertexShaderUid(uid, components, API_D3D9);
	if (g_ActiveConfig.bEnableShaderDebugging)
	{
		VertexShaderCode code;
		GenerateVertexShaderCode(code, components, API_D3D9);
		vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
	}

	if (last_entry)
	{
		if (uid == last_uid)
		{
			GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
			return (last_entry->shader != NULL);
		}
	}

	last_uid = uid;

	VSCache::iterator iter = vshaders.find(uid);
	if (iter != vshaders.end())
	{
		const VSCacheEntry &entry = iter->second;
		last_entry = &entry;

		if (entry.shader) D3D::SetVertexShader(entry.shader);
		GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
		return (entry.shader != NULL);
	}

	VertexShaderCode code;
	GenerateVertexShaderCode(code, components, API_D3D9);

	u8 *bytecode;
	int bytecodelen;
	if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
	{
		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
		return false;
	}
	g_vs_disk_cache.Append(uid, bytecode, bytecodelen);

	bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
	if (g_ActiveConfig.bEnableShaderDebugging && success)
	{
		vshaders[uid].code = code.GetBuffer();
	}
	delete [] bytecode;
	GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
	return success;
}
Example #4
0
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components)
{
	GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
	GetVertexShaderUid(uid->vuid, components, API_OPENGL);

	if (g_ActiveConfig.bEnableShaderDebugging)
	{
		PixelShaderCode pcode;
		GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
		pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");

		VertexShaderCode vcode;
		GenerateVertexShaderCode(vcode, components, API_OPENGL);
		vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
	}
}
Example #5
0
bool VertexShaderCache::SetShader()
{
  VertexShaderUid uid = GetVertexShaderUid();

  if (last_entry)
  {
    if (uid == last_uid)
    {
      GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
      return (last_entry->shader != nullptr);
    }
  }

  last_uid = uid;

  VSCache::iterator iter = vshaders.find(uid);
  if (iter != vshaders.end())
  {
    const VSCacheEntry& entry = iter->second;
    last_entry = &entry;

    GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
    return (entry.shader != nullptr);
  }

  ShaderCode code = GenerateVertexShaderCode(API_D3D, uid.GetUidData());

  D3DBlob* pbytecode = nullptr;
  D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);

  if (pbytecode == nullptr)
  {
    GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
    return false;
  }
  g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());

  bool success = InsertByteCode(uid, pbytecode);
  pbytecode->Release();

  GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
  return success;
}
Example #6
0
bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
{
  if (g_ActiveConfig.bDisableSpecializedShaders)
    return SetUberShader(vertex_format);

  VertexShaderUid uid = GetVertexShaderUid();
  if (last_entry && uid == last_uid)
  {
    if (last_entry->pending)
      return SetUberShader(vertex_format);

    if (!last_entry->shader)
      return false;

    vertex_format->SetInputLayout(last_entry->bytecode);
    D3D::stateman->SetVertexShader(last_entry->shader);
    return true;
  }

  auto iter = vshaders.find(uid);
  if (iter != vshaders.end())
  {
    const VSCacheEntry& entry = iter->second;
    if (entry.pending)
      return SetUberShader(vertex_format);

    last_uid = uid;
    last_entry = &entry;

    GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
    if (!last_entry->shader)
      return false;

    vertex_format->SetInputLayout(last_entry->bytecode);
    D3D::stateman->SetVertexShader(last_entry->shader);
    return true;
  }

  // Background compiling?
  if (g_ActiveConfig.CanBackgroundCompileShaders())
  {
    // Create a pending entry
    VSCacheEntry entry;
    entry.pending = true;
    vshaders[uid] = entry;

    // Queue normal shader compiling and use ubershader
    g_async_compiler->QueueWorkItem(
        g_async_compiler->CreateWorkItem<VertexShaderCompilerWorkItem>(uid));
    return SetUberShader(vertex_format);
  }

  // Need to compile a new shader
  D3DBlob* bytecode = nullptr;
  ShaderCode code =
      GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
  D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
  if (!InsertByteCode(uid, bytecode))
  {
    SAFE_RELEASE(bytecode);
    return false;
  }

  g_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
  bytecode->Release();
  return SetShader(vertex_format);
}