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); } }
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); } }
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; }
void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type) { s_last_geometry_shader_uid = gs_uid; if (gs_uid.GetUidData()->IsPassthrough()) { s_last_geometry_shader_bytecode = {}; return; } auto gs_iterator = s_gs_bytecode_cache.find(gs_uid); if (gs_iterator != s_gs_bytecode_cache.end()) { s_last_geometry_shader_bytecode = gs_iterator->second; } else { ShaderCode gs_code = GenerateGeometryShaderCode(APIType::D3D, gs_uid.GetUidData()); ID3DBlob* gs_bytecode = nullptr; if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return; } s_last_geometry_shader_bytecode = InsertByteCode(gs_uid, &s_gs_bytecode_cache, gs_bytecode); s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()), static_cast<u32>(gs_bytecode->GetBufferSize())); } }
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; }
bool VertexShaderCache::SetShader(u32 components) { VertexShaderUid uid; GetVertexShaderUid(uid, components, API_D3D9); if (g_ActiveConfig.bEnableShaderDebugging) { VertexShaderCode code; GenerateVertexShaderCode(code, components, API_D3D9); 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 != NULL); } } last_uid = uid; VSCache::iterator iter = vshaders.find(uid); if (iter != vshaders.end()) { 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); } VertexShaderCode code; GenerateVertexShaderCode(code, components, API_D3D9); u8 *bytecode; int bytecodelen; if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; } g_vs_disk_cache.Append(uid, bytecode, bytecodelen); bool success = InsertByteCode(uid, bytecode, bytecodelen, true); if (g_ActiveConfig.bEnableShaderDebugging && success) { vshaders[uid].code = code.GetBuffer(); } delete [] bytecode; GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return success; }
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; }
bool VertexShaderCache::SetShader(u32 components) { VERTEXSHADERUID uid; GetVertexShaderId(&uid, components); if (last_entry) { if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); ValidateVertexShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, components); return (last_entry->shader != NULL); } } 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); ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components); return (entry.shader != NULL); } const char *code = GenerateVertexShaderCode(components, API_D3D11); D3DBlob* pbytecode = NULL; D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode); if (pbytecode == NULL) { 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; GetSafeVertexShaderId(&vshaders[uid].safe_uid, components); } GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return success; }
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; }
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); }
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; }
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; }
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); }
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; }
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; }
bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components) { const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30; PIXELSHADERUID uid; GetPixelShaderId(&uid, PSGRenderMode, 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, last_entry->safe_uid, last_entry->code, PSGRenderMode, components); return last_entry->shader != NULL; } } 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; if (entry.shader) D3D::SetPixelShader(entry.shader); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, PSGRenderMode, components); return (entry.shader != NULL); } // Need to compile a new shader const char *code = GeneratePixelShaderCode(PSGRenderMode, api, components); if (g_ActiveConfig.bEnableShaderDebugging) { u32 code_hash = HashAdler32((const u8 *)code, strlen(code)); unique_shaders.insert(code_hash); SETSTAT(stats.numUniquePixelShaders, unique_shaders.size()); } #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 u8 *bytecode = 0; int bytecodelen = 0; if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; } // Insert the bytecode into the caches g_ps_disk_cache.Append(uid, bytecode, bytecodelen); // And insert it into the shader cache. bool success = InsertByteCode(uid, bytecode, bytecodelen, true); delete [] bytecode; if (g_ActiveConfig.bEnableShaderDebugging && success) { PixelShaders[uid].code = code; GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components); } GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); return success; }