Esempio n. 1
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;
}
Esempio n. 2
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. 3
0
bool VertexShaderCache::UberVertexShaderCompilerWorkItem::Compile()
{
  ShaderCode code =
      UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());

  if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
    m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);

  return true;
}
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
  GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);

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

  last_uid = uid;

  // Check if the shader is a pass-through shader
  if (uid.GetUidData()->IsPassthrough())
  {
    // Return the default pass-through shader
    last_entry = &pass_entry;
    return true;
  }

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

    return (entry.shader != nullptr);
  }

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

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

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

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

  return success;
}
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;
}
Esempio n. 6
0
bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
{
  D3DVertexFormat* uber_vertex_format = static_cast<D3DVertexFormat*>(
      VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration()));
  UberShader::VertexShaderUid uid = UberShader::GetVertexShaderUid();
  if (last_uber_entry && last_uber_uid == uid)
  {
    if (!last_uber_entry->shader)
      return false;

    uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
    D3D::stateman->SetVertexShader(last_uber_entry->shader);
    return true;
  }

  auto iter = ubervshaders.find(uid);
  if (iter != ubervshaders.end())
  {
    const VSCacheEntry& entry = iter->second;
    last_uber_uid = uid;
    last_uber_entry = &entry;

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

    uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
    D3D::stateman->SetVertexShader(last_uber_entry->shader);
    return true;
  }

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

  g_uber_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
  bytecode->Release();
  return SetUberShader(vertex_format);
}
Esempio n. 7
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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;
}
Esempio n. 8
0
bool LineGeometryShader::SetShader(u32 components, float lineWidth,
	float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
{
	if (!m_ready)
		return false;

	// Make sure geometry shader for "components" is available
	ComboMap::iterator shaderIt = m_shaders.find(components);
	if (shaderIt == m_shaders.end())
	{
		// Generate new shader. Warning: not thread-safe.
		static char buffer[16384];
		ShaderCode code;
		code.SetBuffer(buffer);
		GenerateVSOutputStructForGS(code, API_D3D);
		code.Write("\n%s", LINE_GS_COMMON);

		std::stringstream numTexCoordsStream;
		numTexCoordsStream << xfmem.numTexGen.numTexGens;

		INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)",
			components, xfmem.numTexGen.numTexGens);

		const std::string& numTexCoordsStr = numTexCoordsStream.str();
		D3D_SHADER_MACRO macros[] = {
			{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
			{ nullptr, nullptr }
		};
		ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros);
		if (!newShader)
		{
			WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
			// Add dummy shader to prevent trying to compile again
			m_shaders[components] = nullptr;
			return false;
		}

		shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
	}

	if (shaderIt != m_shaders.end())
	{
		if (shaderIt->second)
		{
			D3D11_MAPPED_SUBRESOURCE map;
			HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
			if (SUCCEEDED(hr))
			{
				LineGSParams* params = (LineGSParams*)map.pData;
				params->LineWidth = lineWidth;

				params->TexOffset = texOffset;
				params->VpWidth = vpWidth;
				params->VpHeight = vpHeight;
				for (int i = 0; i < 8; ++i)
					params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;

				D3D::context->Unmap(m_paramsBuffer, 0);
			}
			else
				ERROR_LOG(VIDEO, "Failed to map line gs params buffer");

			DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
				lineWidth, texOffset, vpWidth, vpHeight);

			D3D::context->GSSetShader(shaderIt->second, nullptr, 0);
			D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);

			return true;
		}
		else
			return false;
	}
	else
		return false;
}
Esempio n. 9
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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);
}
Esempio n. 10
0
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
	switch (primitive_type)
	{
	case PRIMITIVE_TRIANGLES:
		currentPrimitiveTopology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		break;
	case PRIMITIVE_LINES:
		currentPrimitiveTopology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
		break;
	case PRIMITIVE_POINTS:
		currentPrimitiveTopology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
		break;
	default:
		CHECK(0, "Invalid primitive type.");
		break;
	}

	GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);

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

	last_uid = uid;
	D3D::commandListMgr->dirtyPso = true;

	if (g_ActiveConfig.bEnableShaderDebugging)
	{
		ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
		geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
	}

	// Check if the shader is a pass-through shader
	if (uid.GetUidData()->IsPassthrough())
	{
		// Return the default pass-through shader
		last_entry = &pass_entry;
		return true;
	}

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

		return (entry.shader12.pShaderBytecode != nullptr);
	}

	// Need to compile a new shader
	ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);

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

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

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

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

	return success;
}
Esempio n. 11
0
SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
{
	SHADERUID uid;
	GetShaderId(&uid, dstAlphaMode, components, primitive_type);

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

	last_uid = uid;

	// Check if shader is already in cache
	PCache::iterator iter = pshaders.find(uid);
	if (iter != pshaders.end())
	{
		PCacheEntry *entry = &iter->second;
		last_entry = entry;

		GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
		last_entry->shader.Bind();
		return &last_entry->shader;
	}

	// Make an entry in the table
	PCacheEntry& newentry = pshaders[uid];
	last_entry = &newentry;
	newentry.in_cache = 0;

	VertexShaderCode vcode;
	PixelShaderCode pcode;
	ShaderCode gcode;
	GenerateVertexShaderCode(vcode, components, API_OPENGL);
	GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
	if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough())
		GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);

	if (g_ActiveConfig.bEnableShaderDebugging)
	{
		newentry.shader.strvprog = vcode.GetBuffer();
		newentry.shader.strpprog = pcode.GetBuffer();
		newentry.shader.strgprog = gcode.GetBuffer();
	}

#if defined(_DEBUG) || defined(DEBUGFAST)
	if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
	{
		static int counter = 0;
		std::string filename =  StringFromFormat("%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
		SaveData(filename, vcode.GetBuffer());

		filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
		SaveData(filename, pcode.GetBuffer());

		if (gcode.GetBuffer() != nullptr)
		{
			filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
			SaveData(filename, gcode.GetBuffer());
		}
	}
#endif

	if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
	{
		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
		return nullptr;
	}

	INCSTAT(stats.numPixelShadersCreated);
	SETSTAT(stats.numPixelShadersAlive, pshaders.size());
	GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);

	last_entry->shader.Bind();
	return &last_entry->shader;
}
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
	GeometryShaderUid uid;
	GetGeometryShaderUid(uid, primitive_type, API_D3D);
	if (g_ActiveConfig.bEnableShaderDebugging)
	{
		ShaderCode code;
		GenerateGeometryShaderCode(code, primitive_type, API_D3D);
		geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
	}

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

	last_uid = uid;

	// Check if the shader is a pass-through shader
	if (uid.GetUidData()->IsPassthrough())
	{
		// Return the default pass-through shader
		last_entry = &pass_entry;
		return true;
	}

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

		return (entry.shader != nullptr);
	}

	// Need to compile a new shader
	ShaderCode code;
	GenerateGeometryShaderCode(code, primitive_type, API_D3D);

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

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

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

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

	return success;
}