bool VertexShaderCache::SetShader(u32 components) { VertexShaderUid uid; GetVertexShaderUid(uid, components, API_D3D); if (g_ActiveConfig.bEnableShaderDebugging) { VertexShaderCode 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 != 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); return (entry.shader != NULL); } VertexShaderCode code; GenerateVertexShaderCode(code, components, API_D3D); D3DBlob* pbytecode = NULL; D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &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.GetBuffer(); } GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return success; }
SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 components ) { SHADERUID uid; GetShaderId(&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); 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; GenerateVertexShaderCode(vcode, components, API_OPENGL); GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components); if (g_ActiveConfig.bEnableShaderDebugging) { newentry.shader.strvprog = vcode.GetBuffer(); newentry.shader.strpprog = pcode.GetBuffer(); } #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS) { static int counter = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); SaveData(szTemp, vcode.GetBuffer()); sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); SaveData(szTemp, pcode.GetBuffer()); } #endif if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer())) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return NULL; } 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; }
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; }