Exemple #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);
}
Exemple #2
0
void ShaderCache::PrepareShaders(PIXEL_SHADER_RENDER_MODE render_mode,
	u32 gs_primitive_type,
	u32 components,
	const XFMemory &xfr,
	const BPMemory &bpm, bool on_gpu_thread)
{
	SetCurrentPrimitiveTopology(gs_primitive_type);
	GeometryShaderUid gs_uid;
	GetGeometryShaderUid(gs_uid, gs_primitive_type, xfr, components);
	PixelShaderUid ps_uid;
	GetPixelShaderUID(ps_uid, render_mode, components, xfr, bpm);
	VertexShaderUid vs_uid;
	GetVertexShaderUID(vs_uid, components, xfr, bpm);
	TessellationShaderUid ts_uid;
	bool tessellationenabled = false;
	if (gs_primitive_type == PrimitiveType::PRIMITIVE_TRIANGLES
		&& g_ActiveConfig.TessellationEnabled()
		&& xfr.projection.type == GX_PERSPECTIVE
		&& (g_ActiveConfig.bForcedLighting || g_ActiveConfig.PixelLightingEnabled(xfr, components)))
	{
		GetTessellationShaderUID(ts_uid, xfr, bpm, components);
		tessellationenabled = true;
	}

	bool gs_changed = false;
	bool ps_changed = false;
	bool vs_changed = false;
	bool ts_changed = false;

	if (on_gpu_thread)
	{
		s_compiler->ProcCompilationResults();
		gs_changed = gs_uid != s_last_geometry_shader_uid;
		ps_changed = ps_uid != s_last_pixel_shader_uid;
		vs_changed = vs_uid != s_last_vertex_shader_uid;
		ts_changed = tessellationenabled && ts_uid != s_last_tessellation_shader_uid;
	}
	else
	{
		gs_changed = gs_uid != s_last_cpu_geometry_shader_uid;
		ps_changed = ps_uid != s_last_cpu_pixel_shader_uid;
		vs_changed = vs_uid != s_last_cpu_vertex_shader_uid;
		ts_changed = tessellationenabled && ts_uid != s_last_cpu_tessellation_shader_uid;
	}

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

	if (on_gpu_thread)
	{
		if (gs_changed)
		{
			s_last_geometry_shader_uid = gs_uid;
		}

		if (ps_changed)
		{
			s_last_pixel_shader_uid = ps_uid;
		}

		if (vs_changed)
		{
			s_last_vertex_shader_uid = vs_uid;
		}
		if (ts_changed)
		{
			s_last_tessellation_shader_uid = ts_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);
	}
	else
	{
		if (gs_changed)
		{
			s_last_cpu_geometry_shader_uid = gs_uid;
		}

		if (ps_changed)
		{
			s_last_cpu_pixel_shader_uid = ps_uid;
		}

		if (vs_changed)
		{
			s_last_cpu_vertex_shader_uid = vs_uid;
		}

		if (ts_changed)
		{
			s_last_cpu_tessellation_shader_uid = ts_uid;
		}
	}

	if (vs_changed)
	{
		HandleVSUIDChange(vs_uid, on_gpu_thread);
	}

	if (ts_changed)
	{
		HandleTSUIDChange(ts_uid, on_gpu_thread);
	}
	else
	{
		if (on_gpu_thread)
		{
			s_last_domain_shader_bytecode = &s_pass_entry;
			s_last_hull_shader_bytecode = &s_pass_entry;
		}
	}

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

	if (ps_changed)
	{
		HandlePSUIDChange(ps_uid, on_gpu_thread);
	}
}
Exemple #3
0
void ShaderCache::Init()
{
	s_compiler = &HLSLAsyncCompiler::getInstance();
	s_shaders_lock.unlock();
	s_pass_entry.m_compiled = true;
	s_pass_entry.m_initialized.test_and_set();
	// This class intentionally shares its shader cache files with DX11, as the shaders are (right now) identical.
	// Reduces unnecessary compilation when switching between APIs.
	s_last_domain_shader_bytecode = &s_pass_entry;
	s_last_hull_shader_bytecode = &s_pass_entry;
	s_last_geometry_shader_bytecode = &s_pass_entry;
	s_last_pixel_shader_bytecode = nullptr;
	s_last_vertex_shader_bytecode = nullptr;

	s_last_geometry_shader_uid = {};
	s_last_pixel_shader_uid = {};
	s_last_vertex_shader_uid = {};
	s_last_tessellation_shader_uid = {};

	s_last_cpu_geometry_shader_uid = {};
	s_last_cpu_pixel_shader_uid = {};
	s_last_cpu_vertex_shader_uid = {};
	s_last_cpu_tessellation_shader_uid = {};

	// Ensure shader cache directory exists..
	std::string shader_cache_path = File::GetUserPath(D_SHADERCACHE_IDX);

	if (!File::Exists(shader_cache_path))
		File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));

	std::string title_unique_id = SConfig::GetInstance().m_strGameID;

	std::string ds_cache_filename = StringFromFormat("%sIDX11-%s-ds.cache", shader_cache_path.c_str(), title_unique_id.c_str());
	std::string hs_cache_filename = StringFromFormat("%sIDX11-%s-hs.cache", shader_cache_path.c_str(), title_unique_id.c_str());
	std::string gs_cache_filename = StringFromFormat("%sIDX11-%s-gs.cache", shader_cache_path.c_str(), title_unique_id.c_str());
	std::string ps_cache_filename = StringFromFormat("%sIDX11-%s-ps.cache", shader_cache_path.c_str(), title_unique_id.c_str());
	std::string vs_cache_filename = StringFromFormat("%sIDX11-%s-vs.cache", shader_cache_path.c_str(), title_unique_id.c_str());

	pKey_t gameid = (pKey_t)GetMurmurHash3(reinterpret_cast<const u8*>(SConfig::GetInstance().m_strGameID.data()), (u32)SConfig::GetInstance().m_strGameID.size(), 0);

	vs_bytecode_cache = VsBytecodeCache::Create(
		gameid,
		VERTEXSHADERGEN_UID_VERSION,
		"Ishiiruka.vs",
		StringFromFormat("%s.vs", title_unique_id.c_str())
	);

	ps_bytecode_cache = PsBytecodeCache::Create(
		gameid,
		PIXELSHADERGEN_UID_VERSION,
		"Ishiiruka.ps",
		StringFromFormat("%s.ps", title_unique_id.c_str())
	);

	gs_bytecode_cache = GsBytecodeCache::Create(
		gameid,
		GEOMETRYSHADERGEN_UID_VERSION,
		"Ishiiruka.gs",
		StringFromFormat("%s.gs", title_unique_id.c_str())
	);

	ts_bytecode_cache = TsBytecodeCache::Create(
		gameid,
		TESSELLATIONSHADERGEN_UID_VERSION,
		"Ishiiruka.ts",
		StringFromFormat("%s.ts", title_unique_id.c_str())
	);

	DShaderCacheInserter ds_inserter;
	s_ds_disk_cache.OpenAndRead(ds_cache_filename, ds_inserter);

	HShaderCacheInserter hs_inserter;
	s_hs_disk_cache.OpenAndRead(hs_cache_filename, hs_inserter);

	ShaderCacheInserter<GeometryShaderUid, GsBytecodeCache, &gs_bytecode_cache> gs_inserter;
	s_gs_disk_cache.OpenAndRead(gs_cache_filename, gs_inserter);

	ShaderCacheInserter<PixelShaderUid, PsBytecodeCache, &ps_bytecode_cache> ps_inserter;
	s_ps_disk_cache.OpenAndRead(ps_cache_filename, ps_inserter);

	ShaderCacheInserter<VertexShaderUid, VsBytecodeCache, &vs_bytecode_cache> vs_inserter;
	s_vs_disk_cache.OpenAndRead(vs_cache_filename, vs_inserter);

	// Clear out disk cache when debugging shaders to ensure stale ones don't stick around..
	SETSTAT(stats.numGeometryShadersAlive, static_cast<int>(gs_bytecode_cache->size()));
	SETSTAT(stats.numGeometryShadersCreated, 0);
	SETSTAT(stats.numPixelShadersAlive, static_cast<int>(ps_bytecode_cache->size()));
	SETSTAT(stats.numPixelShadersCreated, 0);
	SETSTAT(stats.numVertexShadersAlive, static_cast<int>(vs_bytecode_cache->size()));
	SETSTAT(stats.numVertexShadersCreated, 0);
	if (g_ActiveConfig.bCompileShaderOnStartup)
	{
		size_t shader_count = 0;
		ps_bytecode_cache->ForEachMostUsedByCategory(gameid,
			[&](const PixelShaderUid& it, size_t total)
		{
			PixelShaderUid item = it;
			item.ClearHASH();
			item.CalculateUIDHash();
			HandlePSUIDChange(item, true);
			shader_count++;
			if ((shader_count & 7) == 0)
			{
				Host_UpdateTitle(StringFromFormat("Compiling Pixel Shaders %i %% (%i/%i)", (shader_count * 100) / total, shader_count, total));
				s_compiler->WaitForFinish();
			}
		},
			[](ByteCodeCacheEntry& entry)
		{
			return !entry.m_shader_bytecode.pShaderBytecode;
		}
		, true);
		shader_count = 0;
		vs_bytecode_cache->ForEachMostUsedByCategory(gameid,
			[&](const VertexShaderUid& it, size_t total)
		{
			VertexShaderUid item = it;
			item.ClearHASH();
			item.CalculateUIDHash();
			HandleVSUIDChange(item, true);
			shader_count++;
			if ((shader_count & 31) == 0)
			{
				Host_UpdateTitle(StringFromFormat("Compiling Vertex Shaders %i %% (%i/%i)", (shader_count * 100) / total, shader_count, total));
				s_compiler->WaitForFinish();
			}
		},
			[](ByteCodeCacheEntry& entry)
		{
			return !entry.m_shader_bytecode.pShaderBytecode;
		}
		, true);
		shader_count = 0;
		gs_bytecode_cache->ForEachMostUsedByCategory(gameid,
			[&](const GeometryShaderUid& it, size_t total)
		{
			GeometryShaderUid item = it;
			item.ClearHASH();
			item.CalculateUIDHash();
			HandleGSUIDChange(item, true);
			shader_count++;
			if ((shader_count & 7) == 0)
			{
				Host_UpdateTitle(StringFromFormat("Compiling Geometry Shaders %i %% (%i/%i)", (shader_count * 100) / total, shader_count, total));
				s_compiler->WaitForFinish();
			}
		},
			[](ByteCodeCacheEntry& entry)
		{
			return !entry.m_shader_bytecode.pShaderBytecode;
		}
		, true);
		shader_count = 0;
		ts_bytecode_cache->ForEachMostUsedByCategory(gameid,
			[&](const TessellationShaderUid& it, size_t total)
		{
			TessellationShaderUid item = it;
			item.ClearHASH();
			item.CalculateUIDHash();
			HandleTSUIDChange(item, true);
			shader_count++;
			if ((shader_count & 31) == 0)
			{
				Host_UpdateTitle(StringFromFormat("Compiling Tessellation Shaders %i %% (%i/%i)", (shader_count * 100) / total, shader_count, total));
				s_compiler->WaitForFinish();
			}
		},
			[](std::pair<ByteCodeCacheEntry, ByteCodeCacheEntry>& entry)
		{
			return !entry.first.m_shader_bytecode.pShaderBytecode;
		}
		, true);
		s_compiler->WaitForFinish();
	}
}