示例#1
0
void VertexShaderCache::PrepareShader(
	u32 components,
	const XFMemory
	&xfr,
	const BPMemory &bpm,
	bool ongputhread)
{
	VertexShaderUid uid;
	GetVertexShaderUID(uid, components, xfr, bpm);
	if (ongputhread)
	{
		s_compiler->ProcCompilationResults();
		if (s_last_entry)
		{
			if (uid == s_last_uid)
			{
				return;
			}
		}
		s_last_uid = uid;
		GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
	}
	else
	{
		if (s_external_last_uid == uid)
		{
			return;
		}
		s_external_last_uid = uid;
	}
	CompileVShader(uid, ongputhread);
}
示例#2
0
bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type, u32 components, PIXEL_SHADER_RENDER_MODE dstalpha_mode)
{
	VertexShaderUid vs_uid;
	GetVertexShaderUID(vs_uid, components, xfmem, bpmem);
	PixelShaderUid ps_uid;
	GetPixelShaderUID(ps_uid, dstalpha_mode, components, xfmem, bpmem);

	bool changed = false;

	if (vs_uid != m_vs_uid)
	{
		m_pipeline_state.vs = g_object_cache->GetVertexShaderForUid(vs_uid);
		m_vs_uid = vs_uid;
		changed = true;
	}

	if (g_vulkan_context->SupportsGeometryShaders())
	{
		GeometryShaderUid gs_uid;
		GetGeometryShaderUid(gs_uid, gx_primitive_type, xfmem, components);
		if (gs_uid != m_gs_uid)
		{
			if (gs_uid.GetUidData().IsPassthrough())
				m_pipeline_state.gs = VK_NULL_HANDLE;
			else
				m_pipeline_state.gs = g_object_cache->GetGeometryShaderForUid(gs_uid);

			m_gs_uid = gs_uid;
			changed = true;
		}
	}

	if (ps_uid != m_ps_uid)
	{
		m_pipeline_state.ps = g_object_cache->GetPixelShaderForUid(ps_uid);
		m_ps_uid = ps_uid;
		changed = true;
	}

	if (m_dstalpha_mode != dstalpha_mode)
	{
		// Switching to/from alpha pass requires a pipeline change, since the blend state
		// is overridden in the destination alpha pass.
		if (m_dstalpha_mode == PIXEL_SHADER_RENDER_MODE::PSRM_ALPHA_PASS || dstalpha_mode == PIXEL_SHADER_RENDER_MODE::PSRM_ALPHA_PASS)
			changed = true;

		m_dstalpha_mode = dstalpha_mode;
	}

	if (changed)
		m_dirty_flags |= DIRTY_FLAG_PIPELINE;

	return changed;
}
示例#3
0
void ShaderCache::PrepareShaders(PIXEL_SHADER_RENDER_MODE render_mode,
	u32 gs_primitive_type,
	u32 components,
	const XFMemory &xfr,
	const BPMemory &bpm, bool on_gpu_thread)
{
	SetCurrentPrimitiveTopology(gs_primitive_type);
	GeometryShaderUid gs_uid;
	GetGeometryShaderUid(gs_uid, gs_primitive_type, xfr, components);
	PixelShaderUid ps_uid;
	GetPixelShaderUID(ps_uid, render_mode, components, xfr, bpm);
	VertexShaderUid vs_uid;
	GetVertexShaderUID(vs_uid, components, xfr, bpm);
	TessellationShaderUid ts_uid;
	bool tessellationenabled = false;
	if (gs_primitive_type == PrimitiveType::PRIMITIVE_TRIANGLES
		&& g_ActiveConfig.TessellationEnabled()
		&& xfr.projection.type == GX_PERSPECTIVE
		&& (g_ActiveConfig.bForcedLighting || g_ActiveConfig.PixelLightingEnabled(xfr, components)))
	{
		GetTessellationShaderUID(ts_uid, xfr, bpm, components);
		tessellationenabled = true;
	}

	bool gs_changed = false;
	bool ps_changed = false;
	bool vs_changed = false;
	bool ts_changed = false;

	if (on_gpu_thread)
	{
		s_compiler->ProcCompilationResults();
		gs_changed = gs_uid != s_last_geometry_shader_uid;
		ps_changed = ps_uid != s_last_pixel_shader_uid;
		vs_changed = vs_uid != s_last_vertex_shader_uid;
		ts_changed = tessellationenabled && ts_uid != s_last_tessellation_shader_uid;
	}
	else
	{
		gs_changed = gs_uid != s_last_cpu_geometry_shader_uid;
		ps_changed = ps_uid != s_last_cpu_pixel_shader_uid;
		vs_changed = vs_uid != s_last_cpu_vertex_shader_uid;
		ts_changed = tessellationenabled && ts_uid != s_last_cpu_tessellation_shader_uid;
	}

	if (!gs_changed && !ps_changed && !vs_changed && !ts_changed)
	{
		return;
	}

	if (on_gpu_thread)
	{
		if (gs_changed)
		{
			s_last_geometry_shader_uid = gs_uid;
		}

		if (ps_changed)
		{
			s_last_pixel_shader_uid = ps_uid;
		}

		if (vs_changed)
		{
			s_last_vertex_shader_uid = vs_uid;
		}
		if (ts_changed)
		{
			s_last_tessellation_shader_uid = ts_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);
	}
	else
	{
		if (gs_changed)
		{
			s_last_cpu_geometry_shader_uid = gs_uid;
		}

		if (ps_changed)
		{
			s_last_cpu_pixel_shader_uid = ps_uid;
		}

		if (vs_changed)
		{
			s_last_cpu_vertex_shader_uid = vs_uid;
		}

		if (ts_changed)
		{
			s_last_cpu_tessellation_shader_uid = ts_uid;
		}
	}

	if (vs_changed)
	{
		HandleVSUIDChange(vs_uid, on_gpu_thread);
	}

	if (ts_changed)
	{
		HandleTSUIDChange(ts_uid, on_gpu_thread);
	}
	else
	{
		if (on_gpu_thread)
		{
			s_last_domain_shader_bytecode = &s_pass_entry;
			s_last_hull_shader_bytecode = &s_pass_entry;
		}
	}

	if (gs_changed)
	{
		HandleGSUIDChange(gs_uid, on_gpu_thread);
	}

	if (ps_changed)
	{
		HandlePSUIDChange(ps_uid, on_gpu_thread);
	}
}
示例#4
0
void VertexShaderCache::PrepareShader(u32 components, const XFMemory &xfr, const BPMemory &bpm, bool ongputhread)
{
	VertexShaderUid uid;
	GetVertexShaderUID(uid, components, xfr, bpm);
	if (ongputhread)
	{
		Compiler->ProcCompilationResults();
#if defined(_DEBUG) || defined(DEBUGFAST)
		if (g_ActiveConfig.bEnableShaderDebugging)
		{
			ShaderCode code;
			GenerateVertexShaderCodeD3D9(code, uid.GetUidData());
		}
#endif
		if (last_entry)
		{
			if (uid == last_uid)
			{
				return;
			}
		}
		last_uid = uid;
		GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
	}
	else
	{
		if (external_last_uid == uid)
		{
			return;
		}
		external_last_uid = uid;
	}
	vshaderslock.lock();
	VSCacheEntry *entry = &vshaders[uid];
	vshaderslock.unlock();
	if (ongputhread)
	{
		last_entry = entry;
	}
	// Compile only when we have a new instance
	if (entry->initialized.test_and_set())
	{
		return;
	}
	ShaderCompilerWorkUnit *wunit = Compiler->NewUnit(VERTEXSHADERGEN_BUFFERSIZE);
	wunit->GenerateCodeHandler = [uid](ShaderCompilerWorkUnit* wunit)
	{
		ShaderCode code;
		code.SetBuffer(wunit->code.data());
		GenerateVertexShaderCodeD3D9(code, uid.GetUidData());
		wunit->codesize = (u32)code.BufferSize();
	};
	wunit->entrypoint = "main";
	wunit->flags = D3DCOMPILE_SKIP_VALIDATION | D3DCOMPILE_OPTIMIZATION_LEVEL3;
	wunit->target = D3D::VertexShaderVersionString();
	wunit->ResultHandler = [uid, entry](ShaderCompilerWorkUnit* wunit)
	{
		if (SUCCEEDED(wunit->cresult))
		{
			ID3DBlob* shaderBuffer = wunit->shaderbytecode;
			const u8* bytecode = (const u8*)shaderBuffer->GetBufferPointer();
			u32 bytecodelen = (u32)shaderBuffer->GetBufferSize();
			g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
			PushByteCode(uid, bytecode, bytecodelen, entry);
#if defined(_DEBUG) || defined(DEBUGFAST)
			if (g_ActiveConfig.bEnableShaderDebugging)
			{
				entry->code = wunit->code.data();
			}
#endif
		}
		else
		{
			static int num_failures = 0;
			std::string filename = StringFromFormat("%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
			std::ofstream file;
			OpenFStream(file, filename, std::ios_base::out);
			file << ((const char*)wunit->code.data());
			file << ((const char*)wunit->error->GetBufferPointer());
			file.close();

			PanicAlert("Failed to compile vertex shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s):\n%s",
				filename,
				D3D::VertexShaderVersionString(),
				(char*)wunit->error->GetBufferPointer());
		}
	};
	Compiler->CompileShaderAsync(wunit);
}