コード例 #1
0
void VertexShaderCache::Init()
{
  const D3D11_INPUT_ELEMENT_DESC simpleelems[2] = {
      {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
      {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},

  };
  const D3D11_INPUT_ELEMENT_DESC clearelems[2] = {
      {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
      {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
  };

  unsigned int cbsize = ROUND_UP(sizeof(VertexShaderConstants), 16);  // must be a multiple of 16
  D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
                                                D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
  HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
  CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
  D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf,
                          "vertex shader constant buffer used to emulate the GX pipeline");

  D3DBlob* blob;
  D3D::CompileVertexShader(simple_shader_code, &blob);
  D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
  SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
  if (SimpleLayout == nullptr || SimpleVertexShader == nullptr)
    PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__,
               __LINE__);
  blob->Release();
  D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");

  D3D::CompileVertexShader(clear_shader_code, &blob);
  D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
  ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
  if (ClearLayout == nullptr || ClearVertexShader == nullptr)
    PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__,
               __LINE__);
  blob->Release();
  D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");

  Clear();

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

  SETSTAT(stats.numVertexShadersCreated, 0);
  SETSTAT(stats.numVertexShadersAlive, 0);

  std::string cache_filename =
      StringFromFormat("%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
                       SConfig::GetInstance().m_strUniqueID.c_str());
  VertexShaderCacheInserter inserter;
  g_vs_disk_cache.OpenAndRead(cache_filename, inserter);

  if (g_Config.bEnableShaderDebugging)
    Clear();

  last_entry = nullptr;
}
コード例 #2
0
void PixelShaderCache::Init()
{
	last_entry = NULL;

	//program used for clear screen
	{
		char pprog[3072];
		sprintf(pprog, "void main(\n"
							"out float4 ocol0 : COLOR0,\n"
							" in float4 incol0 : COLOR0){\n"
							"ocol0 = incol0;\n"
							"}\n");
		s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
	}

	int shaderModel = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
	int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);

	// other screen copy/convert programs
	for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++)
	{
		for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++)
		{
			for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++)
			{
				if(ssaaMode && !s_CopyProgram[copyMatrixType][depthType][ssaaMode-1]
				|| depthType && !s_CopyProgram[copyMatrixType][depthType-1][ssaaMode]
				|| copyMatrixType && !s_CopyProgram[copyMatrixType-1][depthType][ssaaMode])
				{
					// if it failed at a lower setting, it's going to fail here for the same reason it did there,
					// so skip this attempt to avoid duplicate error messages.
					s_CopyProgram[copyMatrixType][depthType][ssaaMode] = NULL;
				}
				else
				{
					s_CopyProgram[copyMatrixType][depthType][ssaaMode] = CreateCopyShader(copyMatrixType, depthType, ssaaMode);
				}
			}
		}
	}

	Clear();

	if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
		File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());

	SETSTAT(stats.numPixelShadersCreated, 0);
	SETSTAT(stats.numPixelShadersAlive, 0);

	char cache_filename[MAX_PATH];
	sprintf(cache_filename, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
		SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
	PixelShaderCacheInserter inserter;
	g_ps_disk_cache.OpenAndRead(cache_filename, inserter);

	if (g_Config.bEnableShaderDebugging)
		Clear();
}
コード例 #3
0
ファイル: VertexShaderCache.cpp プロジェクト: t27duck/dolphin
void VertexShaderCache::Init()
{
  const D3D11_INPUT_ELEMENT_DESC simpleelems[2] = {
      {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
      {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},

  };
  const D3D11_INPUT_ELEMENT_DESC clearelems[2] = {
      {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
      {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
  };

  unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(VertexShaderConstants)),
                                        16);  // must be a multiple of 16
  D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
                                                D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
  HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
  CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
  D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");

  D3DBlob* blob;
  D3D::CompileVertexShader(simple_shader_code, &blob);
  D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
  SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
  if (SimpleLayout == nullptr || SimpleVertexShader == nullptr)
    PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__,
               __LINE__);
  blob->Release();
  D3D::SetDebugObjectName(SimpleVertexShader, "simple vertex shader");
  D3D::SetDebugObjectName(SimpleLayout, "simple input layout");

  D3D::CompileVertexShader(clear_shader_code, &blob);
  D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
  ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
  if (ClearLayout == nullptr || ClearVertexShader == nullptr)
    PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__,
               __LINE__);
  blob->Release();
  D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
  D3D::SetDebugObjectName(ClearLayout, "clear input layout");

  Clear();

  SETSTAT(stats.numVertexShadersCreated, 0);
  SETSTAT(stats.numVertexShadersAlive, 0);

  if (g_ActiveConfig.bShaderCache)
    LoadShaderCache();

  g_async_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
  g_async_compiler->ResizeWorkerThreads(g_ActiveConfig.CanPrecompileUberShaders() ?
                                            g_ActiveConfig.GetShaderPrecompilerThreads() :
                                            g_ActiveConfig.GetShaderCompilerThreads());

  if (g_ActiveConfig.CanPrecompileUberShaders())
    QueueUberShaderCompiles();
}
コード例 #4
0
void PixelShaderCache::Init()
{

	Clear();

	SETSTAT(stats.numPixelShadersCreated, 0);
	SETSTAT(stats.numPixelShadersAlive, 0);

	last_entry = nullptr;
}
コード例 #5
0
ssize_t
_sys_read(
struct fdinfo *fio, 
bitptr bufptr, 
size_t nbytes, 
struct ffsw *retstat,
int fulp, 
int *ubc)
	{
	ssize_t ret = 0;
	char *buf;

	buf = BPTR2CP(bufptr);
	if ((BPBITOFF(bufptr) & 7) != 0 || *ubc != 0)
		ERETURN(retstat, FDC_ERR_UBC, 0);
#ifdef __mips
        /*
         * If our last i/o was asynchronous, then our file position
         * won't be what we expect. Seek to the right position. We
         * could use a pread instead of seeking, but that would also
         * not update the file position. I'm doing this because it seems
         * to me most 'expected' for the system call layer.
         */
        if (((struct sys_f *)fio->lyr_info)->needpos) {
                if (lseek( fio->realfd, ((struct sys_f *)fio->lyr_info)->curpos,
                        0)  < 0)
                        ERETURN(retstat, errno, 0);
                ((struct sys_f *)fio->lyr_info)->needpos = 0;
        }
#endif

	if (nbytes > 0)
		{
		if (((struct sys_f *)fio->lyr_info)->nointrio)
			ret = read(fio->realfd, buf, nbytes);
		else {
			LOOP_SYSCALL(ret, read(fio->realfd, buf, nbytes));
		}
		if (ret < 0)
			ERETURN(retstat, errno, 0);
		}

	if (ret == 0 && nbytes > 0) {
		SETSTAT(retstat, FFEOD, ret);
	}
	else {
		SETSTAT(retstat, FFCNT, ret);
#ifdef __mips
		((struct sys_f *)(fio->lyr_info))->curpos += ret;
#endif
	}
	return (ret);
	}
コード例 #6
0
void PixelShaderCache::Init()
{
  unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
                                        16);  // must be a multiple of 16
  D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
                                                D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
  D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf);
  CHECK(pscbuf != nullptr, "Create pixel shader constant buffer");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf,
                          "pixel shader constant buffer used to emulate the GX pipeline");

  // used when drawing clear quads
  s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code);
  CHECK(s_ClearProgram != nullptr, "Create clear pixel shader");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");

  // used for anaglyph stereoscopy
  s_AnaglyphProgram = D3D::CompileAndCreatePixelShader(anaglyph_program_code);
  CHECK(s_AnaglyphProgram != nullptr, "Create anaglyph pixel shader");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)s_AnaglyphProgram, "anaglyph pixel shader");

  // used when copying/resolving the color buffer
  s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code);
  CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");

  // used for color conversion
  s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
  CHECK(s_ColorMatrixProgram[0] != nullptr, "Create color matrix pixel shader");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");

  // used for depth copy
  s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program);
  CHECK(s_DepthMatrixProgram[0] != nullptr, "Create depth matrix pixel shader");
  D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");

  Clear();

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

  SETSTAT(stats.numPixelShadersCreated, 0);
  SETSTAT(stats.numPixelShadersAlive, 0);

  std::string cache_filename =
      StringFromFormat("%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
                       SConfig::GetInstance().m_strGameID.c_str());
  PixelShaderCacheInserter inserter;
  g_ps_disk_cache.OpenAndRead(cache_filename, inserter);

  last_entry = nullptr;
}
コード例 #7
0
static ssize_t
_tmf_eovseen(
	struct tmfio	*xfinfo, 
	size_t		nbytes, 
	char		*dataptr,
	ssize_t		ret, 
	struct ffsw	*stat)
{
	xfinfo->tmf_eovhit	= 1;

	if (xfinfo->eovbuf == NULL) {
		xfinfo->eovbuf	= malloc(xfinfo->tmf_bufsiz);
		if (xfinfo->eovbuf == NULL) {
			ERETURN(stat,FDC_ERR_NOMEM, 0);
		}
		xfinfo->eovbase	= xfinfo->eovbuf;
	}
	if (ret < 0) {
		(void) memcpy(xfinfo->eovbuf, dataptr, nbytes);
		xfinfo->eovbytes	= nbytes;
		xfinfo->tmf_partblk	= 0;
	}
	else {
		(void) memcpy(xfinfo->eovbuf, dataptr + ret, nbytes - ret);
		xfinfo->eovbytes	= nbytes - ret;
		xfinfo->tmf_partblk	= 1;
	}
	xfinfo->tmf_cnt		= 0;
	xfinfo->tmf_bufptr	= xfinfo->tmf_base;
	SETSTAT(stat, FFEOR, nbytes);
	return(nbytes);
}
コード例 #8
0
bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
{
	ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
	if (shader == nullptr)
		return false;

	// TODO: Somehow make the debug name a bit more specific
	D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");

	// Make an entry in the table
	PSCacheEntry newentry;
	newentry.shader = shader;
	PixelShaders[uid] = newentry;
	last_entry = &PixelShaders[uid];

	if (!shader)
	{
		// INCSTAT(stats.numPixelShadersFailed);
		return false;
	}

	INCSTAT(stats.numPixelShadersCreated);
	SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
	return true;
}
コード例 #9
0
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
	PIXELSHADERUID uid;
	GetPixelShaderId(&uid, dstAlphaMode, components);
	
	// Check if the shader is already set
	if (last_entry)
	{
		if (uid == last_uid)
		{
			GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
			ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
			return &last_entry->shader;
		}
	}

	last_uid = uid;

	PSCache::iterator iter = PixelShaders.find(uid);
	if (iter != PixelShaders.end())
	{
		PSCacheEntry &entry = iter->second;
		last_entry = &entry;

		GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
		ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
		return &last_entry->shader;
	}

	// Make an entry in the table
	PSCacheEntry& newentry = PixelShaders[uid];
	last_entry = &newentry;
	const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);

	if (g_ActiveConfig.bEnableShaderDebugging && code)
	{
		GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
		newentry.shader.strprog = code;
	}

#if defined(_DEBUG) || defined(DEBUGFAST)
	if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {	
		static int counter = 0;
		char szTemp[MAX_PATH];
		sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
		
		SaveData(szTemp, code);
	}
#endif

	if (!code || !CompilePixelShader(newentry.shader, code)) {
		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
		return NULL;
	}
	
	INCSTAT(stats.numPixelShadersCreated);
	SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
	GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
	return &last_entry->shader;
}
コード例 #10
0
ファイル: ShaderCache.cpp プロジェクト: jloehr/dolphin
void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_alpha_mode)
{
  s_last_pixel_shader_uid = ps_uid;

  auto ps_iterator = s_ps_bytecode_cache.find(ps_uid);
  if (ps_iterator != s_ps_bytecode_cache.end())
  {
    s_last_pixel_shader_bytecode = ps_iterator->second;
    GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
  }
  else
  {
    ShaderCode ps_code = GeneratePixelShaderCode(APIType::D3D, ps_uid.GetUidData());
    ID3DBlob* ps_bytecode = nullptr;

    if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
    {
      GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
      return;
    }

    s_last_pixel_shader_bytecode = InsertByteCode(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
    s_ps_disk_cache.Append(ps_uid, reinterpret_cast<u8*>(ps_bytecode->GetBufferPointer()),
                           static_cast<u32>(ps_bytecode->GetBufferSize()));

    SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
    INCSTAT(stats.numPixelShadersCreated);
  }
}
コード例 #11
0
ファイル: ShaderCache.cpp プロジェクト: jloehr/dolphin
void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
{
  s_last_vertex_shader_uid = vs_uid;

  auto vs_iterator = s_vs_bytecode_cache.find(vs_uid);
  if (vs_iterator != s_vs_bytecode_cache.end())
  {
    s_last_vertex_shader_bytecode = vs_iterator->second;
    GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
  }
  else
  {
    ShaderCode vs_code = GenerateVertexShaderCode(APIType::D3D, vs_uid.GetUidData());
    ID3DBlob* vs_bytecode = nullptr;

    if (!D3D::CompileVertexShader(vs_code.GetBuffer(), &vs_bytecode))
    {
      GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
      return;
    }

    s_last_vertex_shader_bytecode = InsertByteCode(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
    s_vs_disk_cache.Append(vs_uid, reinterpret_cast<u8*>(vs_bytecode->GetBufferPointer()),
                           static_cast<u32>(vs_bytecode->GetBufferSize()));

    SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
    INCSTAT(stats.numVertexShadersCreated);
  }
}
コード例 #12
0
/*
 * Write an EOF to a buffer-layer file.
 *
 */
int
_sqb_weof(struct fdinfo *fio, struct ffsw *stat)
{
	struct fdinfo	*llfio;


	if (fio->rwflag == WRITIN) {
		if (_sqb_flush(fio, stat) < 0) {
			return(ERR);
		}
	}
	else if (fio->rwflag == READIN || fio->rwflag == POSITIN) {
		/* synchronize physical position with logical */
		if (_sqb_sync(fio, stat, 1) < 0) {
			return(ERR);
		}
	}
	fio->rwflag = WRITIN;

/*
 *	Tell the underlying layer to write an EOF
 */
	llfio  = fio->fioptr;

	if (XRCALL(llfio,weofrtn) llfio, stat) == ERR)
		return(ERR);

	SETSTAT(stat, FFEOF, 0);
	return(0);
}
コード例 #13
0
ファイル: PixelShaderCache.cpp プロジェクト: Annovae/dolphin
void PixelShaderCache::Init()
{
	unsigned int cbsize = ((sizeof(PixelShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
	D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
	D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf);
	CHECK(pscbuf!=NULL, "Create pixel shader constant buffer");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");

	// used when drawing clear quads
	s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
	CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");

	// used when copying/resolving the color buffer
	s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
	CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");

	// used for color conversion
	s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
	CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");

	// used for depth copy
	s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
	CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");

	Clear();

	if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
		File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());

	SETSTAT(stats.numPixelShadersCreated, 0);
	SETSTAT(stats.numPixelShadersAlive, 0);

	char cache_filename[MAX_PATH];
	sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
			SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
	PixelShaderCacheInserter inserter;
	g_ps_disk_cache.OpenAndRead(cache_filename, inserter);

	if (g_Config.bEnableShaderDebugging)
		Clear();

	last_entry = NULL;
}
コード例 #14
0
int
_er90b_write(struct fdinfo *fio, bitptr bufptr, int nbytes, 
	struct ffsw *retstat, int fulp, int *ubc)
{
int ret;
int nbt = 0;	/* number of bytes transferred so far */
int nbreq;	/* number of bytes requested this request */
char *buf;
ER90BYT *f;
int zero = 0;
struct ffsw dumstat;

	buf = BPTR2CP(bufptr);
	if ((BPBITOFF(bufptr) & 7) != 0 || *ubc != 0)
		ERETURN(retstat, FDC_ERR_UBC, 0);

	nbreq = nbytes;
	if (fio->rwflag == POSITIN) {
		f = (ER90BYT *)fio->lyr_info;
		if (f->tpos) {
			ret = _tape_tpwait(f->fd, &(f->tpos));
			if (ret < 0)
				ERETURN(retstat, errno, 0);
		}		
	}
	else if (fio->rwflag == READIN) {
		/* write after read requires position to zero */
		ret = _er90b_pos(fio, FP_RSEEK, &zero, 1,
			&dumstat);
		if (ret < 0) {
			*retstat = dumstat;
			return(ERR);
		}
	}
	if (nbreq > 0) {
again:
		/* It is not safe to reissue the write if it fails */
		/* with EINTR. Some data may have been transferred */
		ret= write(fio->realfd, buf, nbreq);
		if (ret < 0)
			ERETURN(retstat, errno, nbt);
		nbt += ret;
/*
 *		The assumption is made here that the system will never return
 *		zero bytes on a non-zero request without an error!
 */
		if (nbt < nbytes) {
			buf += ret;
			nbreq -= ret;
			goto again;
		}
	}
	else if (nbytes < 0)
		ERETURN(retstat, FDC_ERR_REQ, 0);

	SETSTAT(retstat, FFCNT, nbt);
	fio->rwflag = WRITIN;
	return (nbt);
}
コード例 #15
0
void Init()
{
	MarkAllDirty();
	for (auto& map_entry : g_main_cp_state.vertex_loaders)
		map_entry = nullptr;
	for (auto& map_entry : g_preprocess_cp_state.vertex_loaders)
		map_entry = nullptr;
	SETSTAT(stats.numVertexLoaders, 0);
}
コード例 #16
0
_ffseek_t
_sys_lseek(struct fdinfo *fio, off_t pos, int whence, struct ffsw *stat)
	{
	off_t ret;
	
#ifdef __mips
	if ((((struct sys_f *)(fio->lyr_info))->needpos) &&
		whence == SEEK_CUR)
		ret = lseek(fio->realfd,
		    pos + ((struct sys_f *)(fio->lyr_info))->curpos,
		    SEEK_SET);
	else
		ret = lseek(fio->realfd, pos, whence);
#else
	ret = lseek(fio->realfd, pos, whence);
#endif
	if (ret < 0)
		{
		ERETURN(stat, errno, 0);
		}
#ifdef __mips
	((struct sys_f *)(fio->lyr_info))->curpos = ret;
	((struct sys_f *)(fio->lyr_info))->needpos = 0;
#endif
	fio->rwflag = POSITIN;
	if (whence == SEEK_SET && pos == 0)
		{
		fio->ateof = 0;
		fio->ateod = 0;
		SETSTAT(stat, FFBOD, 0);
		}
	else if (whence == SEEK_END && pos == 0)
		{
		fio->ateof = 1;
		fio->ateod = 1; /* seek to end, set stat */
		SETSTAT(stat, FFEOD, 0);
		}
	else
		SETSTAT(stat, FFCNT, 0);

	fio->last_recbits = fio->recbits;
	fio->recbits = 0;
	return (ret);
	}
コード例 #17
0
void VertexShaderCache::PushByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, VertexShaderCache::VSCacheEntry* entry)
{
	entry->shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
	entry->compiled = true;
	if (entry->shader)
	{
		INCSTAT(stats.numVertexShadersCreated);
		SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
	}
}
コード例 #18
0
void PixelShaderCache::PushByteCode(const PixelShaderUid &uid, const u8 *bytecode, int bytecodelen, PixelShaderCache::PSCacheEntry* entry)
{
	entry->shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
	entry->compiled = true;
	if (entry->shader)
	{
		INCSTAT(stats.numPixelShadersCreated);
		SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
	}
}
コード例 #19
0
void ProgramShaderCache::Init(void)
{
	// We have to get the UBO alignment here because
	// if we generate a buffer that isn't aligned
	// then the UBO will fail.
	if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
	{
		GLint Align;
		glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);

		s_ps_data_size = C_PENVCONST_END * sizeof(float) * 4;
		s_vs_data_size = C_VENVCONST_END * sizeof(float) * 4;
		s_vs_data_offset = ROUND_UP(s_ps_data_size, Align);
		s_ubo_buffer_size = ROUND_UP(s_ps_data_size, Align) + ROUND_UP(s_vs_data_size, Align);

		// We multiply by *4*4 because we need to get down to basic machine units.
		// So multiply by four to get how many floats we have from vec4s
		// Then once more to get bytes
		s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH);
		
		s_ubo_buffer = new u8[s_ubo_buffer_size];
		memset(s_ubo_buffer, 0, s_ubo_buffer_size);
		s_ubo_dirty = true;
	}

	// Read our shader cache, only if supported
	if (g_ogl_config.bSupportsGLSLCache)
	{
		GLint Supported;
		glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
		if(!Supported)
		{
			ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So disable shader cache.");
			g_ogl_config.bSupportsGLSLCache = false;
		}
		else
		{
			if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
				File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
		
			char cache_filename[MAX_PATH];
			sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
				SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
			
			ProgramShaderCacheInserter inserter;
			g_program_disk_cache.OpenAndRead(cache_filename, inserter);
		}
		SETSTAT(stats.numPixelShadersAlive, pshaders.size());
	}
	
	CreateHeader();
	
	CurrentProgram = 0;
	last_entry = NULL;
}
コード例 #20
0
ファイル: ShaderCache.cpp プロジェクト: jloehr/dolphin
void ShaderCache::Init()
{
  // 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_geometry_shader_bytecode = {};
  s_last_pixel_shader_bytecode = {};
  s_last_vertex_shader_bytecode = {};
  s_last_geometry_shader_uid = {};
  s_last_pixel_shader_uid = {};
  s_last_vertex_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_game_id = SConfig::GetInstance().m_strGameID.c_str();

  std::string gs_cache_filename =
      StringFromFormat("%sdx11-%s-gs.cache", shader_cache_path.c_str(), title_game_id.c_str());
  std::string ps_cache_filename =
      StringFromFormat("%sdx11-%s-ps.cache", shader_cache_path.c_str(), title_game_id.c_str());
  std::string vs_cache_filename =
      StringFromFormat("%sdx11-%s-vs.cache", shader_cache_path.c_str(), title_game_id.c_str());

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

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

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

  SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
  SETSTAT(stats.numPixelShadersCreated, static_cast<int>(s_ps_bytecode_cache.size()));
  SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
  SETSTAT(stats.numVertexShadersCreated, static_cast<int>(s_vs_bytecode_cache.size()));
}
コード例 #21
0
void GeometryShaderCache::PushByteCode(const void* bytecode, unsigned int bytecodelen, GeometryShaderCache::GSCacheEntry* entry)
{
	entry->shader = std::move(D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen));
	entry->compiled = true;
	if (entry->shader != nullptr)
	{
		// TODO: Somehow make the debug name a bit more specific
		D3D::SetDebugObjectName(entry->shader.get(), "a Geometry shader of GeometryShaderCache");
		INCSTAT(stats.numGeometryShadersCreated);
		SETSTAT(stats.numGeometryShadersAlive, static_cast<int>(s_geometry_shaders->size()));
	}
}
コード例 #22
0
void VertexShaderCache::PushByteCode(D3DBlob&& bcodeblob, VSCacheEntry* entry)
{
	entry->shader = std::move(D3D::CreateVertexShaderFromByteCode(bcodeblob));
	entry->compiled = true;
	entry->SetByteCode(std::move(bcodeblob));
	if (entry->shader)
	{
		// TODO: Somehow make the debug name a bit more specific
		D3D::SetDebugObjectName(entry->shader.get(), "a vertex shader of VertexShaderCache");
		INCSTAT(stats.numVertexShadersCreated);
		SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vshaders->size()));
	}
}
コード例 #23
0
VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
{
	VERTEXSHADERUID uid;
	GetVertexShaderId(&uid, components);
	if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
	{
		GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
		return pShaderLast;
	}
	memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));

	VSCache::iterator iter = vshaders.find(uid);
	if (iter != vshaders.end())
	{
		iter->second.frameCount = frameCount;
		VSCacheEntry &entry = iter->second;
		if (&entry.shader != pShaderLast) {
			pShaderLast = &entry.shader;
		}

		GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
		return pShaderLast;
	}

	// Make an entry in the table
	VSCacheEntry& entry = vshaders[uid];
	entry.frameCount = frameCount;
	pShaderLast = &entry.shader;
	const char *code = GenerateVertexShaderCode(components, API_OPENGL);

#if defined(_DEBUG) || defined(DEBUGFAST)
	if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
		static int counter = 0;
		char szTemp[MAX_PATH];
		sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);

		SaveData(szTemp, code);
	}
#endif

	if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
		ERROR_LOG(VIDEO, "failed to create vertex shader");
		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
		return NULL;
	}

	INCSTAT(stats.numVertexShadersCreated);
	SETSTAT(stats.numVertexShadersAlive, vshaders.size());
	GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
	return pShaderLast;
}
コード例 #24
0
void ProgramShaderCache::Init()
{
	// We have to get the UBO alignment here because
	// if we generate a buffer that isn't aligned
	// then the UBO will fail.
	glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);

	s_ubo_buffer_size = ROUND_UP(PixelShaderManager::ConstantBufferSize * sizeof(float), s_ubo_align)
	+ ROUND_UP(VertexShaderManager::ConstantBufferSize * sizeof(float), s_ubo_align)
	+ ROUND_UP(sizeof(GeometryShaderConstants), s_ubo_align);

	// We multiply by *4*4 because we need to get down to basic machine units.
	// So multiply by four to get how many floats we have from vec4s
	// Then once more to get bytes
	s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);

	// Read our shader cache, only if supported
	if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
	{
		GLint Supported;
		glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
		if (!Supported)
		{
			ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So disable shader cache.");
			g_ogl_config.bSupportsGLSLCache = false;
		}
		else
		{
			if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
				File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));

			std::string cache_filename = StringFromFormat("%sIOGL-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
				SConfig::GetInstance().m_strUniqueID.c_str());

			ProgramShaderCacheInserter inserter;
			g_program_disk_cache.OpenAndRead(cache_filename, inserter);
		}
		SETSTAT(stats.numPixelShadersAlive, pshaders.size());
	}

	CreateHeader();

	CurrentProgram = 0;
	last_entry = nullptr;
}
コード例 #25
0
ファイル: er90blseek.c プロジェクト: sharugupta/OpenUH
_er90b_lseek(struct fdinfo *fio, int pos, int whence, struct ffsw *stat)
{
int ret;

	if (whence == 0 && pos == 0) {
		ret = _er90b_rewd((ER90BYT *)fio->lyr_info);
		if (ret < 0)
			ERETURN(stat, errno, 0);
		fio->ateof = 0;
		fio->ateod = 0;
		SETSTAT(stat, FFBOD, 0);
	}
	else {
		ERETURN(stat, FDC_ERR_NOSUP, 0);
	}
	fio->rwflag = POSITIN;
	return (0);
}
コード例 #26
0
ファイル: VertexShaderCache.cpp プロジェクト: t27duck/dolphin
bool VertexShaderCache::InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader,
                                     D3DBlob* blob)
{
  auto iter = vshaders.find(uid);
  if (iter != vshaders.end() && !iter->second.pending)
    return false;

  VSCacheEntry& newentry = vshaders[uid];
  newentry.pending = false;
  if (!shader || !blob)
    return false;

  shader->AddRef();
  newentry.SetByteCode(blob);
  newentry.shader = shader;

  INCSTAT(stats.numPixelShadersCreated);
  SETSTAT(stats.numPixelShadersAlive, static_cast<int>(vshaders.size()));
  return true;
}
コード例 #27
0
/*
 * Write an EOD.
 *	Truncate the file.  This is the 'real' end of the data.
 *	We cannot do this if we were reading or if we just positioned.
 */
int
_tmf_weod(struct fdinfo *fio, struct ffsw *stat)
{
	register int	ret;
	struct tmfio	*xfinfo;	

        xfinfo	= (struct tmfio *)fio->lyr_info;

	if (xfinfo->rwflag != WRITIN) {
		ERETURN(stat, FENOENDF, 0);
	}

	ret	= XRCALL(fio, flushrtn) fio, stat);

	if (ret < 0) return(ret);

	SETSTAT(stat, FFEOD, 0);
	return(0);

}
コード例 #28
0
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate) {
	LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);

	// Make an entry in the table
	VSCacheEntry entry;
	entry.shader = shader;

	vshaders[uid] = entry;
	last_entry = &vshaders[uid];
	if (!shader)
		return false;

	INCSTAT(stats.numVertexShadersCreated);
	SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
	if (activate)
	{
		D3D::SetVertexShader(shader);
		return true;
	}
	return false;
}
コード例 #29
0
ファイル: VertexShaderCache.cpp プロジェクト: E2xD/dolphin
bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob)
{
  ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
  if (shader == nullptr)
    return false;

  // TODO: Somehow make the debug name a bit more specific
  D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");

  // Make an entry in the table
  VSCacheEntry entry;
  entry.shader = shader;
  entry.SetByteCode(bcodeblob);

  vshaders[uid] = entry;
  last_entry = &vshaders[uid];

  INCSTAT(stats.numVertexShadersCreated);
  SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());

  return true;
}
コード例 #30
0
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)
{
	LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);

	// Make an entry in the table
	PSCacheEntry newentry;
	newentry.shader = shader;
	PixelShaders[uid] = newentry;
	last_entry = &PixelShaders[uid];

	if (!shader) {
		// INCSTAT(stats.numPixelShadersFailed);
		return false;
	}

	INCSTAT(stats.numPixelShadersCreated);
	SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
	if (activate)
	{
		D3D::SetPixelShader(shader);
	}
	return true;
}