コード例 #1
0
ファイル: ShaderCache.cpp プロジェクト: jloehr/dolphin
void ShaderCache::Shutdown()
{
  Clear();

  s_gs_disk_cache.Sync();
  s_gs_disk_cache.Close();
  s_ps_disk_cache.Sync();
  s_ps_disk_cache.Close();
  s_vs_disk_cache.Sync();
  s_vs_disk_cache.Close();
}
コード例 #2
0
ファイル: D3DState.cpp プロジェクト: Tinob/Ishiiruka
void StateCache::Reload()
{
  m_small_pso_map.clear();

  s_pso_disk_cache.Sync();
  s_pso_disk_cache.Close();
  LoadFromDisk();
}
コード例 #3
0
ファイル: VertexShaderCache.cpp プロジェクト: t27duck/dolphin
void VertexShaderCache::Reload()
{
  g_async_compiler->WaitUntilCompletion();
  g_async_compiler->RetrieveWorkItems();

  g_vs_disk_cache.Sync();
  g_vs_disk_cache.Close();
  g_uber_vs_disk_cache.Sync();
  g_uber_vs_disk_cache.Close();
  Clear();

  if (g_ActiveConfig.bShaderCache)
    LoadShaderCache();

  if (g_ActiveConfig.CanPrecompileUberShaders())
    QueueUberShaderCompiles();
}
コード例 #4
0
ファイル: D3DState.cpp プロジェクト: Tinob/Ishiiruka
void StateCache::Clear()
{
  m_pso_map.clear();
  m_small_pso_map.clear();

  s_pso_disk_cache.Sync();
  s_pso_disk_cache.Close();
}
コード例 #5
0
void GeometryShaderCache::Reload()
{
  g_gs_disk_cache.Sync();
  g_gs_disk_cache.Close();
  Clear();

  if (g_ActiveConfig.bShaderCache)
    LoadShaderCache();
}
コード例 #6
0
ファイル: VertexShaderCache.cpp プロジェクト: t27duck/dolphin
void VertexShaderCache::Shutdown()
{
  g_async_compiler->StopWorkerThreads();
  g_async_compiler->RetrieveWorkItems();

  SAFE_RELEASE(vscbuf);

  SAFE_RELEASE(SimpleVertexShader);
  SAFE_RELEASE(ClearVertexShader);

  SAFE_RELEASE(SimpleLayout);
  SAFE_RELEASE(ClearLayout);

  Clear();
  g_vs_disk_cache.Sync();
  g_vs_disk_cache.Close();
  g_uber_vs_disk_cache.Sync();
  g_uber_vs_disk_cache.Close();
}
コード例 #7
0
void GeometryShaderCache::Shutdown()
{
	D3D::commandListMgr->DestroyResourceAfterCurrentCommandListExecuted(gscbuf12);
	ClearGeometryShaderBlob->Release();
	CopyGeometryShaderBlob->Release();

	Clear();
	g_gs_disk_cache.Sync();
	g_gs_disk_cache.Close();
}
コード例 #8
0
void GeometryShaderCache::Shutdown()
{
	SAFE_RELEASE(gscbuf);

	SAFE_RELEASE(ClearGeometryShader);
	SAFE_RELEASE(CopyGeometryShader);

	Clear();
	g_gs_disk_cache.Sync();
	g_gs_disk_cache.Close();
}
コード例 #9
0
void ProgramShaderCache::Shutdown()
{
	// store all shaders in cache on disk
	if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
	{
		for (auto& entry : pshaders)
		{
			// Clear any prior error code
			glGetError();

			if (entry.second.in_cache)
			{
				continue;
			}

			GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0;
			glGetProgramiv(entry.second.shader.glprogid, GL_LINK_STATUS, &link_status);
			glGetProgramiv(entry.second.shader.glprogid, GL_DELETE_STATUS, &delete_status);
			glGetProgramiv(entry.second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
			if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE || !binary_size)
			{
				continue;
			}

			std::vector<u8> data(binary_size + sizeof(GLenum));
			u8* binary = &data[sizeof(GLenum)];
			GLenum* prog_format = (GLenum*)&data[0];
			glGetProgramBinary(entry.second.shader.glprogid, binary_size, nullptr, prog_format, binary);
			if (glGetError() != GL_NO_ERROR)
			{
				continue;
			}

			g_program_disk_cache.Append(entry.first, &data[0], binary_size + sizeof(GLenum));
		}

		g_program_disk_cache.Sync();
		g_program_disk_cache.Close();
	}

	glUseProgram(0);

	for (auto& entry : pshaders)
	{
		entry.second.Destroy();
	}
	pshaders.clear();

	pixel_uid_checker.Invalidate();
	vertex_uid_checker.Invalidate();

	delete s_buffer;
	s_buffer = nullptr;
}
コード例 #10
0
void ShaderCache::Shutdown()
{
	if (s_compiler)
	{
		s_compiler->WaitForFinish();
	}

	for (auto& iter : s_shader_blob_list)
		SAFE_RELEASE(iter);

	s_shader_blob_list.clear();

	vs_bytecode_cache->Persist();
	delete vs_bytecode_cache;
	vs_bytecode_cache = nullptr;

	gs_bytecode_cache->Persist();
	delete gs_bytecode_cache;
	gs_bytecode_cache = nullptr;

	ts_bytecode_cache->Persist();
	delete ts_bytecode_cache;
	ts_bytecode_cache = nullptr;

	ps_bytecode_cache->Persist();
	delete ps_bytecode_cache;
	ps_bytecode_cache = nullptr;

	s_ds_disk_cache.Sync();
	s_ds_disk_cache.Close();
	s_hs_disk_cache.Sync();
	s_hs_disk_cache.Close();
	s_gs_disk_cache.Sync();
	s_gs_disk_cache.Close();
	s_ps_disk_cache.Sync();
	s_ps_disk_cache.Close();
	s_vs_disk_cache.Sync();
	s_vs_disk_cache.Close();
}
コード例 #11
0
ファイル: VertexShaderCache.cpp プロジェクト: E2xD/dolphin
void VertexShaderCache::Shutdown()
{
  SAFE_RELEASE(vscbuf);

  SAFE_RELEASE(SimpleVertexShader);
  SAFE_RELEASE(ClearVertexShader);

  SAFE_RELEASE(SimpleLayout);
  SAFE_RELEASE(ClearLayout);

  Clear();
  g_vs_disk_cache.Sync();
  g_vs_disk_cache.Close();
}
コード例 #12
0
ファイル: D3DState.cpp プロジェクト: Lionel07/dolphin
void StateCache::Clear()
{
	for (auto& it : m_pso_map)
	{
		SAFE_RELEASE(it.second);
	}
	m_pso_map.clear();

	for (auto& it : m_small_pso_map)
	{
		SAFE_RELEASE(it.second);
	}
	m_small_pso_map.clear();

	s_pso_disk_cache.Sync();
	s_pso_disk_cache.Close();
}
コード例 #13
0
void ProgramShaderCache::Shutdown()
{
	// store all shaders in cache on disk
	if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
	{
		for (auto& entry : pshaders)
		{
			if (entry.second.in_cache)
			{
				continue;
			}

			GLint binary_size;
			glGetProgramiv(entry.second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
			if (!binary_size)
			{
				continue;
			}

			u8 *data = new u8[binary_size+sizeof(GLenum)];
			u8 *binary = data + sizeof(GLenum);
			GLenum *prog_format = (GLenum*)data;
			glGetProgramBinary(entry.second.shader.glprogid, binary_size, nullptr, prog_format, binary);

			g_program_disk_cache.Append(entry.first, data, binary_size+sizeof(GLenum));
			delete [] data;
		}

		g_program_disk_cache.Sync();
		g_program_disk_cache.Close();
	}

	glUseProgram(0);

	for (auto& entry : pshaders)
	{
		entry.second.Destroy();
	}
	pshaders.clear();

	pixel_uid_checker.Invalidate();
	vertex_uid_checker.Invalidate();

	delete s_buffer;
	s_buffer = nullptr;
}
コード例 #14
0
void VertexShaderCache::Shutdown()
{
	for (int i = 0; i < MAX_SSAA_SHADERS; i++)
	{
		if (SimpleVertexShader[i])
			SimpleVertexShader[i]->Release();
		SimpleVertexShader[i] = NULL;
	}

	if (ClearVertexShader)
		ClearVertexShader->Release();
	ClearVertexShader = NULL;
	
	Clear();
	g_vs_disk_cache.Sync();
	g_vs_disk_cache.Close();
}
コード例 #15
0
void ProgramShaderCache::Shutdown(void)
{
	// store all shaders in cache on disk
	if (g_ogl_config.bSupportsGLSLCache)
	{
		PCache::iterator iter = pshaders.begin();
		for (; iter != pshaders.end(); ++iter)
		{
			if(iter->second.in_cache) continue;
			
			GLint binary_size;
			glGetProgramiv(iter->second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
			if(!binary_size) continue;
			
			u8 *data = new u8[binary_size+sizeof(GLenum)];
			u8 *binary = data + sizeof(GLenum);
			GLenum *prog_format = (GLenum*)data;
			glGetProgramBinary(iter->second.shader.glprogid, binary_size, NULL, prog_format, binary);
			
			g_program_disk_cache.Append(iter->first, data, binary_size+sizeof(GLenum));
			delete [] data;
		}

		g_program_disk_cache.Sync();
		g_program_disk_cache.Close();
	}

	glUseProgram(0);
	
	PCache::iterator iter = pshaders.begin();
	for (; iter != pshaders.end(); ++iter)
		iter->second.Destroy();
	pshaders.clear();

	pixel_uid_checker.Invalidate();
	vertex_uid_checker.Invalidate();

	if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
	{
		delete s_buffer;
		s_buffer = 0;
		delete [] s_ubo_buffer;
		s_ubo_buffer = 0;
	}
}
コード例 #16
0
void PixelShaderCache::Shutdown()
{
	SAFE_RELEASE(pscbuf);

	SAFE_RELEASE(s_ClearProgram);
	for (int i = 0; i < 2; ++i)
	{
		SAFE_RELEASE(s_ColorCopyProgram[i]);
		SAFE_RELEASE(s_ColorMatrixProgram[i]);
		SAFE_RELEASE(s_DepthMatrixProgram[i]);
		SAFE_RELEASE(s_rgba6_to_rgb8[i]);
		SAFE_RELEASE(s_rgb8_to_rgba6[i]);
	}

	Clear();
	g_ps_disk_cache.Sync();
	g_ps_disk_cache.Close();
}
コード例 #17
0
bool 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 (vshaders[uid].shader != NULL);
	}

	memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));

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

	const char *code = GenerateVertexShaderCode(components, API_D3D9);
	u8 *bytecode;
	int bytecodelen;
	if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
	{
		if (g_ActiveConfig.bShowShaderErrors)
		{
			PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
		}
		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
		return false;
	}
	g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
	g_vs_disk_cache.Sync();

	bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
	delete [] bytecode;
	GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
	return result;
}