Esempio n. 1
0
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
{
	PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode, API_OPENGL);

	// Check if the shader is already set
	if (last_entry)
	{
		if (uid == last_uid)
		{
			return true;
		}
	}

	last_uid = uid;

	// Check if the shader is already in the cache
	PSCache::iterator iter;
	iter = PixelShaders.find(uid);
	if (iter != PixelShaders.end())
	{
		const std::string &entry = iter->second;
		last_entry = &entry;

		GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
		return true;
	}

	// Need to compile a new shader
	ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL);
	PixelShaders.insert(std::make_pair(uid, code.GetBuffer()));

	GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
	return true;
}
Esempio n. 2
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);
}
Esempio n. 3
0
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
	PixelShaderUid uid;
	GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
	if (g_ActiveConfig.bEnableShaderDebugging)
	{
		PixelShaderCode code;
		GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
		pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
	}

	// Check if the shader is already set
	if (last_entry)
	{
		if (uid == last_uid)
		{
			GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
			return (last_entry->shader != nullptr);
		}
	}

	last_uid = uid;

	// Check if the shader is already in the cache
	PSCache::iterator iter;
	iter = PixelShaders.find(uid);
	if (iter != PixelShaders.end())
	{
		const PSCacheEntry &entry = iter->second;
		last_entry = &entry;

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

	// Need to compile a new shader
	PixelShaderCode code;
	GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);

	D3DBlob* pbytecode;
	if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
	{
		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
		return false;
	}

	// Insert the bytecode into the caches
	g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());

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

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

	GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
	return success;
}
Esempio n. 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");
	}
}
Esempio n. 5
0
bool PixelShaderCache::SetShader()
{
  PixelShaderUid uid = GetPixelShaderUid();

  // Check if the shader is already set
  if (last_entry)
  {
    if (uid == last_uid)
    {
      GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
      return (last_entry->shader != nullptr);
    }
  }

  last_uid = uid;

  // Check if the shader is already in the cache
  PSCache::iterator iter;
  iter = PixelShaders.find(uid);
  if (iter != PixelShaders.end())
  {
    const PSCacheEntry& entry = iter->second;
    last_entry = &entry;

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

  // Need to compile a new shader
  ShaderCode code = GeneratePixelShaderCode(APIType::D3D, uid.GetUidData());

  D3DBlob* pbytecode;
  if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
  {
    GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
    return false;
  }

  // Insert the bytecode into the caches
  g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());

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

  GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
  return success;
}