mirror of
https://github.com/izzy2lost/dolphin.git
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Merge pull request #6399 from stenzek/videocommon-shader-cache
VideoCommon Shader (Pipeline) Cache
This commit is contained in:
@@ -11,12 +11,14 @@
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std::unique_ptr<cInterfaceBase> GLInterface;
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namespace GLUtil
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{
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void InitInterface()
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{
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GLInterface = HostGL_CreateGLInterface();
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}
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GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader)
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GLuint CompileProgram(const std::string& vertexShader, const std::string& fragmentShader)
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{
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// generate objects
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GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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@@ -100,3 +102,27 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
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return programID;
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}
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void EnablePrimitiveRestart()
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{
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constexpr GLuint PRIMITIVE_RESTART_INDEX = 65535;
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
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{
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glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
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}
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else
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{
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if (GLExtensions::Version() >= 310)
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{
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glEnable(GL_PRIMITIVE_RESTART);
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glPrimitiveRestartIndex(PRIMITIVE_RESTART_INDEX);
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}
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else
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{
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glEnableClientState(GL_PRIMITIVE_RESTART_NV);
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glPrimitiveRestartIndexNV(PRIMITIVE_RESTART_INDEX);
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}
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}
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}
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}
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@@ -8,12 +8,9 @@
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#include "Common/GL/GLExtensions/GLExtensions.h"
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#ifndef _WIN32
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#include <sys/types.h>
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#endif
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namespace GLUtil
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{
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void InitInterface();
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// Helpers
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GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader);
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GLuint CompileProgram(const std::string& vertexShader, const std::string& fragmentShader);
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void EnablePrimitiveRestart();
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}
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@@ -180,13 +180,16 @@ void DolphinAnalytics::MakeBaseBuilder()
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static const char* GetUbershaderMode(const VideoConfig& video_config)
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{
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if (video_config.bDisableSpecializedShaders)
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switch (video_config.iUberShaderMode)
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{
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case UberShaderMode::Exclusive:
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return "exclusive";
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if (video_config.bBackgroundShaderCompiling)
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case UberShaderMode::Hybrid:
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return "hybrid";
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return "disabled";
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case UberShaderMode::Disabled:
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default:
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return "disabled";
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}
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}
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void DolphinAnalytics::MakePerGameBuilder()
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@@ -76,12 +76,10 @@ const ConfigInfo<bool> GFX_BACKEND_MULTITHREADING{
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const ConfigInfo<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL{
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{System::GFX, "Settings", "CommandBufferExecuteInterval"}, 100};
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const ConfigInfo<bool> GFX_SHADER_CACHE{{System::GFX, "Settings", "ShaderCache"}, true};
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const ConfigInfo<bool> GFX_BACKGROUND_SHADER_COMPILING{
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{System::GFX, "Settings", "BackgroundShaderCompiling"}, false};
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const ConfigInfo<bool> GFX_DISABLE_SPECIALIZED_SHADERS{
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{System::GFX, "Settings", "DisableSpecializedShaders"}, false};
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const ConfigInfo<bool> GFX_PRECOMPILE_UBER_SHADERS{
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{System::GFX, "Settings", "PrecompileUberShaders"}, true};
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const ConfigInfo<bool> GFX_WAIT_FOR_SHADERS_BEFORE_STARTING{
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{System::GFX, "Settings", "WaitForShadersBeforeStarting"}, false};
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const ConfigInfo<int> GFX_UBERSHADER_MODE{{System::GFX, "Settings", "UberShaderMode"},
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static_cast<int>(UberShaderMode::Disabled)};
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const ConfigInfo<int> GFX_SHADER_COMPILER_THREADS{
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{System::GFX, "Settings", "ShaderCompilerThreads"}, 1};
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const ConfigInfo<int> GFX_SHADER_PRECOMPILER_THREADS{
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@@ -59,9 +59,8 @@ extern const ConfigInfo<bool> GFX_ENABLE_VALIDATION_LAYER;
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extern const ConfigInfo<bool> GFX_BACKEND_MULTITHREADING;
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extern const ConfigInfo<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL;
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extern const ConfigInfo<bool> GFX_SHADER_CACHE;
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extern const ConfigInfo<bool> GFX_BACKGROUND_SHADER_COMPILING;
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extern const ConfigInfo<bool> GFX_DISABLE_SPECIALIZED_SHADERS;
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extern const ConfigInfo<bool> GFX_PRECOMPILE_UBER_SHADERS;
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extern const ConfigInfo<bool> GFX_WAIT_FOR_SHADERS_BEFORE_STARTING;
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extern const ConfigInfo<int> GFX_UBERSHADER_MODE;
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extern const ConfigInfo<int> GFX_SHADER_COMPILER_THREADS;
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extern const ConfigInfo<int> GFX_SHADER_PRECOMPILER_THREADS;
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@@ -46,10 +46,8 @@ bool IsSettingSaveable(const Config::ConfigLocation& config_location)
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Config::GFX_DISABLE_FOG.location, Config::GFX_BORDERLESS_FULLSCREEN.location,
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Config::GFX_ENABLE_VALIDATION_LAYER.location, Config::GFX_BACKEND_MULTITHREADING.location,
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Config::GFX_COMMAND_BUFFER_EXECUTE_INTERVAL.location, Config::GFX_SHADER_CACHE.location,
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Config::GFX_BACKGROUND_SHADER_COMPILING.location,
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Config::GFX_DISABLE_SPECIALIZED_SHADERS.location,
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Config::GFX_PRECOMPILE_UBER_SHADERS.location, Config::GFX_SHADER_COMPILER_THREADS.location,
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Config::GFX_SHADER_PRECOMPILER_THREADS.location,
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Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING.location, Config::GFX_UBERSHADER_MODE.location,
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Config::GFX_SHADER_COMPILER_THREADS.location, Config::GFX_SHADER_PRECOMPILER_THREADS.location,
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Config::GFX_SW_ZCOMPLOC.location, Config::GFX_SW_ZFREEZE.location,
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Config::GFX_SW_DUMP_OBJECTS.location, Config::GFX_SW_DUMP_TEV_STAGES.location,
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@@ -63,9 +63,8 @@ void EnhancementsWidget::CreateWidgets()
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m_af_combo = new GraphicsChoice({tr("1x"), tr("2x"), tr("4x"), tr("8x"), tr("16x")},
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Config::GFX_ENHANCE_MAX_ANISOTROPY);
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m_ubershader_combo = new QComboBox;
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for (const auto& option : {tr("Disabled"), tr("Hybrid"), tr("Exclusive")})
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m_ubershader_combo->addItem(option);
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m_ubershader_combo = new GraphicsChoice({tr("Disabled"), tr("Hybrid"), tr("Exclusive")},
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Config::GFX_UBERSHADER_MODE);
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m_pp_effect = new QComboBox();
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m_configure_pp_effect = new QPushButton(tr("Configure"));
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@@ -131,9 +130,6 @@ void EnhancementsWidget::ConnectWidgets()
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{
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connect(m_aa_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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[this](int) { SaveSettings(); });
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connect(m_ubershader_combo,
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static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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[this](int) { SaveSettings(); });
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connect(m_pp_effect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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[this](int) { SaveSettings(); });
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connect(m_3d_mode, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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@@ -156,13 +152,6 @@ void EnhancementsWidget::LoadSettings()
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QString::fromStdString(std::to_string(aa_selection) + "x " + (ssaa ? "SSAA" : "MSAA")));
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m_aa_combo->setEnabled(m_aa_combo->count() > 1);
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if (Config::GetBase(Config::GFX_DISABLE_SPECIALIZED_SHADERS))
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m_ubershader_combo->setCurrentIndex(2);
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else if (Config::GetBase(Config::GFX_BACKGROUND_SHADER_COMPILING))
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m_ubershader_combo->setCurrentIndex(1);
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else
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m_ubershader_combo->setCurrentIndex(0);
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// Post Processing Shader
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std::vector<std::string> shaders =
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g_Config.stereo_mode == StereoMode::Anaglyph ?
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@@ -220,10 +209,6 @@ void EnhancementsWidget::SaveSettings()
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Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa);
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int us_value = m_ubershader_combo->currentIndex();
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Config::SetBaseOrCurrent(Config::GFX_BACKGROUND_SHADER_COMPILING, us_value == 1);
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Config::SetBaseOrCurrent(Config::GFX_DISABLE_SPECIALIZED_SHADERS, us_value == 2);
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Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
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m_pp_effect->currentText().toStdString());
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@@ -87,6 +87,8 @@ void GeneralWidget::CreateWidgets()
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m_keep_window_top = new QCheckBox(tr("Keep Window on Top"));
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m_hide_cursor = new QCheckBox(tr("Hide Mouse Cursor"));
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m_render_main_window = new QCheckBox(tr("Render to Main Window"));
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m_wait_for_shaders = new GraphicsBool(tr("Immediately Compile Shaders"),
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Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
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m_options_box->setLayout(m_options_layout);
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@@ -101,6 +103,7 @@ void GeneralWidget::CreateWidgets()
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m_options_layout->addWidget(m_hide_cursor, 3, 0);
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m_options_layout->addWidget(m_render_main_window, 3, 1);
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m_options_layout->addWidget(m_wait_for_shaders, 4, 0);
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main_layout->addWidget(m_video_box);
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main_layout->addWidget(m_options_box);
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@@ -265,6 +268,12 @@ void GeneralWidget::AddDescriptions()
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static const char* TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION =
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QT_TR_NOOP("When playing on NetPlay, show chat messages, buffer changes and "
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"desync alerts.\n\nIf unsure, leave this unchecked.");
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static const char* TR_WAIT_FOR_SHADERS_DESCRIPTION = QT_TR_NOOP(
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"Waits for all shaders to finish compiling before starting a game. Enabling this "
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"option may reduce stuttering or hitching for a short time after the game is "
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"started, at the cost of a longer delay before the game starts.\n\nFor systems "
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"with two or fewer cores, it is recommended to enable this option, as a large "
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"shader queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
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AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION);
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#ifdef _WIN32
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@@ -282,6 +291,7 @@ void GeneralWidget::AddDescriptions()
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AddDescription(m_show_messages, TR_SHOW_FPS_DESCRIPTION);
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AddDescription(m_keep_window_top, TR_KEEP_WINDOW_ON_TOP_DESCRIPTION);
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AddDescription(m_show_messages, TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION);
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AddDescription(m_wait_for_shaders, TR_WAIT_FOR_SHADERS_DESCRIPTION);
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}
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void GeneralWidget::OnBackendChanged(const QString& backend_name)
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{
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@@ -52,6 +52,7 @@ private:
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QCheckBox* m_keep_window_top;
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QCheckBox* m_hide_cursor;
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QCheckBox* m_render_main_window;
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QCheckBox* m_wait_for_shaders;
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X11Utils::XRRConfiguration* m_xrr_config;
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};
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@@ -317,6 +317,12 @@ static wxString ubershader_desc =
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"stuttering. Balances performance and smoothness.\n\n"
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"Exclusive: Ubershaders will always be used. Only recommended for high-end "
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"systems.");
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static wxString wait_for_shaders_desc =
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wxTRANSLATE("Waits for all shaders to finish compiling before starting a game. Enabling this "
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"option may reduce stuttering or hitching for a short time after the game is "
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"started, at the cost of a longer delay before the game starts.\n\nFor systems "
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"with two or fewer cores, it is recommended to enable this option, as a large "
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"shader queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
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VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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: wxDialog(parent, wxID_ANY, wxString::Format(_("Dolphin %s Graphics Configuration"),
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@@ -442,6 +448,10 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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wxGetTranslation(backend_multithreading_desc),
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Config::GFX_BACKEND_MULTITHREADING));
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}
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szr_other->Add(CreateCheckBox(page_general, _("Immediately Compile Shaders"),
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wxGetTranslation(wait_for_shaders_desc),
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Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING));
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}
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wxStaticBoxSizer* const group_basic =
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@@ -534,24 +544,13 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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// ubershaders
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{
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const std::array<wxString, 3> mode_choices = {{_("Disabled"), _("Hybrid"), _("Exclusive")}};
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wxChoice* const choice_mode =
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new wxChoice(page_enh, wxID_ANY, wxDefaultPosition, wxDefaultSize,
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static_cast<int>(mode_choices.size()), mode_choices.data());
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RegisterControl(choice_mode, wxGetTranslation(ubershader_desc));
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szr_enh->Add(new wxStaticText(page_enh, wxID_ANY, _("Ubershaders:")), wxGBPosition(row, 0),
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wxDefaultSpan, wxALIGN_CENTER_VERTICAL);
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szr_enh->Add(choice_mode, wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL);
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szr_enh->Add(CreateChoice(page_enh, Config::GFX_UBERSHADER_MODE,
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wxGetTranslation(ubershader_desc), mode_choices.size(),
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mode_choices.data()),
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wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL);
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row += 1;
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// Determine ubershader mode
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choice_mode->Bind(wxEVT_CHOICE, &VideoConfigDiag::OnUberShaderModeChanged, this);
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if (Config::GetBase(Config::GFX_DISABLE_SPECIALIZED_SHADERS))
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choice_mode->SetSelection(2);
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else if (Config::GetBase(Config::GFX_BACKGROUND_SHADER_COMPILING))
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choice_mode->SetSelection(1);
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else
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choice_mode->SetSelection(0);
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}
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// postproc shader
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@@ -1290,13 +1289,3 @@ void VideoConfigDiag::OnAAChanged(wxCommandEvent& ev)
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Config::SetBaseOrCurrent(Config::GFX_MSAA, vconfig.backend_info.AAModes[mode]);
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}
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void VideoConfigDiag::OnUberShaderModeChanged(wxCommandEvent& ev)
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{
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// 0: No ubershaders
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// 1: Hybrid ubershaders
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// 2: Only ubershaders
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int mode = ev.GetInt();
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Config::SetBaseOrCurrent(Config::GFX_BACKGROUND_SHADER_COMPILING, mode == 1);
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Config::SetBaseOrCurrent(Config::GFX_DISABLE_SPECIALIZED_SHADERS, mode == 2);
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}
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@@ -139,7 +139,6 @@ protected:
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void PopulatePostProcessingShaders();
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void PopulateAAList();
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void OnAAChanged(wxCommandEvent& ev);
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void OnUberShaderModeChanged(wxCommandEvent& ev);
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wxChoice* choice_backend;
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wxChoice* choice_adapter;
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@@ -212,6 +212,7 @@ StateCache::~StateCache()
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ID3D11SamplerState* StateCache::Get(SamplerState state)
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{
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std::lock_guard<std::mutex> guard(m_lock);
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auto it = m_sampler.find(state.hex);
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if (it != m_sampler.end())
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return it->second;
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@@ -266,6 +267,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
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ID3D11BlendState* StateCache::Get(BlendingState state)
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{
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std::lock_guard<std::mutex> guard(m_lock);
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auto it = m_blend.find(state.hex);
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if (it != m_blend.end())
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return it->second;
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@@ -348,6 +350,7 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
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ID3D11RasterizerState* StateCache::Get(RasterizationState state)
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{
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std::lock_guard<std::mutex> guard(m_lock);
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auto it = m_raster.find(state.hex);
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if (it != m_raster.end())
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return it->second;
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@@ -372,6 +375,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
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ID3D11DepthStencilState* StateCache::Get(DepthState state)
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{
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std::lock_guard<std::mutex> guard(m_lock);
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auto it = m_depth.find(state.hex);
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if (it != m_depth.end())
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return it->second;
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@@ -6,6 +6,7 @@
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#include <array>
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#include <cstddef>
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#include <mutex>
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#include <unordered_map>
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#include "Common/BitField.h"
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@@ -35,6 +36,7 @@ private:
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std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
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std::unordered_map<u32, ID3D11BlendState*> m_blend;
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std::unordered_map<SamplerState::StorageType, ID3D11SamplerState*> m_sampler;
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std::mutex m_lock;
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};
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namespace D3D
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@@ -6,7 +6,6 @@
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#include "Common/Align.h"
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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@@ -25,16 +24,9 @@
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namespace DX11
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{
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GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
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const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
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GeometryShaderUid GeometryShaderCache::last_uid;
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const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
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ID3D11GeometryShader* ClearGeometryShader = nullptr;
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ID3D11GeometryShader* CopyGeometryShader = nullptr;
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LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
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ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
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{
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return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? ClearGeometryShader : nullptr;
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@@ -63,16 +55,6 @@ ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
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return gscbuf;
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}
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// this class will load the precompiled shaders into our cache
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||||
class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
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||||
{
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||||
public:
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void Read(const GeometryShaderUid& key, const u8* value, u32 value_size)
|
||||
{
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||||
GeometryShaderCache::InsertByteCode(key, value, value_size);
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||||
}
|
||||
};
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||||
|
||||
const char clear_shader_code[] = {
|
||||
"struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
@@ -155,44 +137,6 @@ void GeometryShaderCache::Init()
|
||||
CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
|
||||
CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
|
||||
D3D::SetDebugObjectName(CopyGeometryShader, "copy geometry shader");
|
||||
|
||||
Clear();
|
||||
|
||||
if (g_ActiveConfig.bShaderCache)
|
||||
LoadShaderCache();
|
||||
|
||||
if (g_ActiveConfig.CanPrecompileUberShaders())
|
||||
PrecompileShaders();
|
||||
}
|
||||
|
||||
void GeometryShaderCache::LoadShaderCache()
|
||||
{
|
||||
GeometryShaderCacheInserter inserter;
|
||||
g_gs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "GS", true, true), inserter);
|
||||
}
|
||||
|
||||
void GeometryShaderCache::Reload()
|
||||
{
|
||||
g_gs_disk_cache.Sync();
|
||||
g_gs_disk_cache.Close();
|
||||
Clear();
|
||||
|
||||
if (g_ActiveConfig.bShaderCache)
|
||||
LoadShaderCache();
|
||||
|
||||
if (g_ActiveConfig.CanPrecompileUberShaders())
|
||||
PrecompileShaders();
|
||||
}
|
||||
|
||||
// ONLY to be used during shutdown.
|
||||
void GeometryShaderCache::Clear()
|
||||
{
|
||||
for (auto& iter : GeometryShaders)
|
||||
iter.second.Destroy();
|
||||
GeometryShaders.clear();
|
||||
|
||||
last_entry = nullptr;
|
||||
last_uid = {};
|
||||
}
|
||||
|
||||
void GeometryShaderCache::Shutdown()
|
||||
@@ -201,83 +145,5 @@ void GeometryShaderCache::Shutdown()
|
||||
|
||||
SAFE_RELEASE(ClearGeometryShader);
|
||||
SAFE_RELEASE(CopyGeometryShader);
|
||||
|
||||
Clear();
|
||||
g_gs_disk_cache.Sync();
|
||||
g_gs_disk_cache.Close();
|
||||
}
|
||||
|
||||
bool GeometryShaderCache::SetShader(PrimitiveType primitive_type)
|
||||
{
|
||||
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
|
||||
if (last_entry && uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
D3D::stateman->SetGeometryShader(last_entry->shader);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if the shader is a pass-through shader
|
||||
if (uid.GetUidData()->IsPassthrough())
|
||||
{
|
||||
// Return the default pass-through shader
|
||||
last_uid = uid;
|
||||
last_entry = &pass_entry;
|
||||
D3D::stateman->SetGeometryShader(last_entry->shader);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if the shader is already in the cache
|
||||
auto iter = GeometryShaders.find(uid);
|
||||
if (iter != GeometryShaders.end())
|
||||
{
|
||||
const GSCacheEntry& entry = iter->second;
|
||||
last_uid = uid;
|
||||
last_entry = &entry;
|
||||
D3D::stateman->SetGeometryShader(last_entry->shader);
|
||||
return (entry.shader != nullptr);
|
||||
}
|
||||
|
||||
// Need to compile a new shader
|
||||
if (CompileShader(uid))
|
||||
return SetShader(primitive_type);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GeometryShaderCache::CompileShader(const GeometryShaderUid& uid)
|
||||
{
|
||||
D3DBlob* bytecode;
|
||||
ShaderCode code =
|
||||
GenerateGeometryShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
|
||||
if (!D3D::CompileGeometryShader(code.GetBuffer(), &bytecode) ||
|
||||
!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
|
||||
{
|
||||
SAFE_RELEASE(bytecode);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Insert the bytecode into the caches
|
||||
g_gs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode,
|
||||
size_t len)
|
||||
{
|
||||
GSCacheEntry& newentry = GeometryShaders[uid];
|
||||
newentry.shader = bytecode ? D3D::CreateGeometryShaderFromByteCode(bytecode, len) : nullptr;
|
||||
return newentry.shader != nullptr;
|
||||
}
|
||||
|
||||
void GeometryShaderCache::PrecompileShaders()
|
||||
{
|
||||
EnumerateGeometryShaderUids([](const GeometryShaderUid& uid) {
|
||||
if (GeometryShaders.find(uid) != GeometryShaders.end())
|
||||
return;
|
||||
|
||||
CompileShader(uid);
|
||||
});
|
||||
}
|
||||
|
||||
} // DX11
|
||||
|
||||
@@ -15,36 +15,12 @@ class GeometryShaderCache
|
||||
{
|
||||
public:
|
||||
static void Init();
|
||||
static void Reload();
|
||||
static void Clear();
|
||||
static void Shutdown();
|
||||
static bool SetShader(PrimitiveType primitive_type);
|
||||
static bool CompileShader(const GeometryShaderUid& uid);
|
||||
static bool InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode, size_t len);
|
||||
static void PrecompileShaders();
|
||||
|
||||
static ID3D11GeometryShader* GetClearGeometryShader();
|
||||
static ID3D11GeometryShader* GetCopyGeometryShader();
|
||||
|
||||
static ID3D11Buffer*& GetConstantBuffer();
|
||||
|
||||
private:
|
||||
struct GSCacheEntry
|
||||
{
|
||||
ID3D11GeometryShader* shader;
|
||||
|
||||
GSCacheEntry() : shader(nullptr) {}
|
||||
void Destroy() { SAFE_RELEASE(shader); }
|
||||
};
|
||||
|
||||
typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
|
||||
|
||||
static void LoadShaderCache();
|
||||
|
||||
static GSCache GeometryShaders;
|
||||
static const GSCacheEntry* last_entry;
|
||||
static GeometryShaderUid last_uid;
|
||||
static const GSCacheEntry pass_entry;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
||||
|
||||
@@ -13,6 +13,8 @@
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
std::mutex s_input_layout_lock;
|
||||
|
||||
std::unique_ptr<NativeVertexFormat>
|
||||
VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
|
||||
{
|
||||
@@ -116,23 +118,34 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& _vtx_decl)
|
||||
|
||||
D3DVertexFormat::~D3DVertexFormat()
|
||||
{
|
||||
SAFE_RELEASE(m_layout);
|
||||
ID3D11InputLayout* layout = m_layout.load();
|
||||
SAFE_RELEASE(layout);
|
||||
}
|
||||
|
||||
ID3D11InputLayout* D3DVertexFormat::GetInputLayout(D3DBlob* vs_bytecode)
|
||||
{
|
||||
if (m_layout)
|
||||
return m_layout;
|
||||
// CreateInputLayout requires a shader input, but it only looks at the signature of the shader,
|
||||
// so we don't need to recompute it if the shader changes.
|
||||
ID3D11InputLayout* layout = m_layout.load();
|
||||
if (layout)
|
||||
return layout;
|
||||
|
||||
// CreateInputLayout requires a shader input, but it only looks at the
|
||||
// signature of the shader, so we don't need to recompute it if the shader
|
||||
// changes.
|
||||
HRESULT hr = DX11::D3D::device->CreateInputLayout(
|
||||
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
|
||||
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &layout);
|
||||
if (FAILED(hr))
|
||||
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
|
||||
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
|
||||
return m_layout;
|
||||
|
||||
// This method can be called from multiple threads, so ensure that only one thread sets the
|
||||
// cached input layout pointer. If another thread beats this thread, use the existing layout.
|
||||
ID3D11InputLayout* expected = nullptr;
|
||||
if (!m_layout.compare_exchange_strong(expected, layout))
|
||||
{
|
||||
SAFE_RELEASE(layout);
|
||||
layout = expected;
|
||||
}
|
||||
|
||||
return layout;
|
||||
}
|
||||
|
||||
} // namespace DX11
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include "Common/Align.h"
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/FileUtil.h"
|
||||
#include "Common/LinearDiskCache.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
#include "Common/StringUtil.h"
|
||||
|
||||
@@ -27,17 +26,6 @@
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
|
||||
PixelShaderCache::UberPSCache PixelShaderCache::UberPixelShaders;
|
||||
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
|
||||
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_uber_entry;
|
||||
PixelShaderUid PixelShaderCache::last_uid;
|
||||
UberShader::PixelShaderUid PixelShaderCache::last_uber_uid;
|
||||
|
||||
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
|
||||
LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
|
||||
extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
|
||||
|
||||
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
|
||||
ID3D11PixelShader* s_ClearProgram = nullptr;
|
||||
ID3D11PixelShader* s_AnaglyphProgram = nullptr;
|
||||
@@ -309,17 +297,6 @@ ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
|
||||
return pscbuf;
|
||||
}
|
||||
|
||||
// this class will load the precompiled shaders into our cache
|
||||
template <typename UidType>
|
||||
class PixelShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
|
||||
{
|
||||
public:
|
||||
void Read(const UidType& key, const u8* value, u32 value_size)
|
||||
{
|
||||
PixelShaderCache::InsertByteCode(key, value, value_size);
|
||||
}
|
||||
};
|
||||
|
||||
void PixelShaderCache::Init()
|
||||
{
|
||||
unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
|
||||
@@ -344,58 +321,6 @@ void PixelShaderCache::Init()
|
||||
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code);
|
||||
CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
|
||||
D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
|
||||
|
||||
Clear();
|
||||
|
||||
SETSTAT(stats.numPixelShadersCreated, 0);
|
||||
SETSTAT(stats.numPixelShadersAlive, 0);
|
||||
|
||||
if (g_ActiveConfig.bShaderCache)
|
||||
LoadShaderCache();
|
||||
|
||||
if (g_ActiveConfig.CanPrecompileUberShaders())
|
||||
QueueUberShaderCompiles();
|
||||
}
|
||||
|
||||
void PixelShaderCache::LoadShaderCache()
|
||||
{
|
||||
PixelShaderCacheInserter<PixelShaderUid> inserter;
|
||||
g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter);
|
||||
|
||||
PixelShaderCacheInserter<UberShader::PixelShaderUid> uber_inserter;
|
||||
g_uber_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberPS", false, true),
|
||||
uber_inserter);
|
||||
}
|
||||
|
||||
void PixelShaderCache::Reload()
|
||||
{
|
||||
g_ps_disk_cache.Sync();
|
||||
g_ps_disk_cache.Close();
|
||||
g_uber_ps_disk_cache.Sync();
|
||||
g_uber_ps_disk_cache.Close();
|
||||
Clear();
|
||||
|
||||
if (g_ActiveConfig.bShaderCache)
|
||||
LoadShaderCache();
|
||||
|
||||
if (g_ActiveConfig.CanPrecompileUberShaders())
|
||||
QueueUberShaderCompiles();
|
||||
}
|
||||
|
||||
// ONLY to be used during shutdown.
|
||||
void PixelShaderCache::Clear()
|
||||
{
|
||||
for (auto& iter : PixelShaders)
|
||||
iter.second.Destroy();
|
||||
for (auto& iter : UberPixelShaders)
|
||||
iter.second.Destroy();
|
||||
PixelShaders.clear();
|
||||
UberPixelShaders.clear();
|
||||
|
||||
last_entry = nullptr;
|
||||
last_uber_entry = nullptr;
|
||||
last_uid = {};
|
||||
last_uber_uid = {};
|
||||
}
|
||||
|
||||
// Used in Swap() when AA mode has changed
|
||||
@@ -420,255 +345,5 @@ void PixelShaderCache::Shutdown()
|
||||
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();
|
||||
g_uber_ps_disk_cache.Sync();
|
||||
g_uber_ps_disk_cache.Close();
|
||||
}
|
||||
|
||||
bool PixelShaderCache::SetShader()
|
||||
{
|
||||
if (g_ActiveConfig.bDisableSpecializedShaders)
|
||||
return SetUberShader();
|
||||
|
||||
PixelShaderUid uid = GetPixelShaderUid();
|
||||
ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
|
||||
if (last_entry && uid == last_uid)
|
||||
{
|
||||
if (last_entry->pending)
|
||||
return SetUberShader();
|
||||
|
||||
if (!last_entry->shader)
|
||||
return false;
|
||||
|
||||
D3D::stateman->SetPixelShader(last_entry->shader);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if the shader is already in the cache
|
||||
auto iter = PixelShaders.find(uid);
|
||||
if (iter != PixelShaders.end())
|
||||
{
|
||||
const PSCacheEntry& entry = iter->second;
|
||||
if (entry.pending)
|
||||
return SetUberShader();
|
||||
|
||||
last_uid = uid;
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
if (!last_entry->shader)
|
||||
return false;
|
||||
|
||||
D3D::stateman->SetPixelShader(last_entry->shader);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Background compiling?
|
||||
if (g_ActiveConfig.CanBackgroundCompileShaders())
|
||||
{
|
||||
// Create a pending entry
|
||||
PSCacheEntry entry;
|
||||
entry.pending = true;
|
||||
PixelShaders[uid] = entry;
|
||||
|
||||
// Queue normal shader compiling and use ubershader
|
||||
g_async_compiler->QueueWorkItem(
|
||||
g_async_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
|
||||
return SetUberShader();
|
||||
}
|
||||
|
||||
// Need to compile a new shader
|
||||
D3DBlob* bytecode = nullptr;
|
||||
ShaderCode code =
|
||||
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
|
||||
D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
|
||||
if (!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
|
||||
{
|
||||
SAFE_RELEASE(bytecode);
|
||||
return false;
|
||||
}
|
||||
|
||||
g_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
|
||||
return SetShader();
|
||||
}
|
||||
|
||||
bool PixelShaderCache::SetUberShader()
|
||||
{
|
||||
UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
|
||||
UberShader::ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
|
||||
|
||||
if (last_uber_entry && last_uber_uid == uid)
|
||||
{
|
||||
if (!last_uber_entry->shader)
|
||||
return false;
|
||||
|
||||
D3D::stateman->SetPixelShader(last_uber_entry->shader);
|
||||
return true;
|
||||
}
|
||||
|
||||
auto iter = UberPixelShaders.find(uid);
|
||||
if (iter != UberPixelShaders.end())
|
||||
{
|
||||
const PSCacheEntry& entry = iter->second;
|
||||
last_uber_uid = uid;
|
||||
last_uber_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
if (!last_uber_entry->shader)
|
||||
return false;
|
||||
|
||||
D3D::stateman->SetPixelShader(last_uber_entry->shader);
|
||||
return true;
|
||||
}
|
||||
|
||||
D3DBlob* bytecode = nullptr;
|
||||
ShaderCode code =
|
||||
UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
|
||||
D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
|
||||
if (!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
|
||||
{
|
||||
SAFE_RELEASE(bytecode);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lookup map again.
|
||||
g_uber_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
|
||||
bytecode->Release();
|
||||
return SetUberShader();
|
||||
}
|
||||
|
||||
bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len)
|
||||
{
|
||||
ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
|
||||
if (!InsertShader(uid, shader))
|
||||
{
|
||||
SAFE_RELEASE(shader);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PixelShaderCache::InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data,
|
||||
size_t len)
|
||||
{
|
||||
ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
|
||||
if (!InsertShader(uid, shader))
|
||||
{
|
||||
SAFE_RELEASE(shader);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PixelShaderCache::InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader)
|
||||
{
|
||||
auto iter = PixelShaders.find(uid);
|
||||
if (iter != PixelShaders.end() && !iter->second.pending)
|
||||
return false;
|
||||
|
||||
PSCacheEntry& newentry = PixelShaders[uid];
|
||||
newentry.pending = false;
|
||||
newentry.shader = shader;
|
||||
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
|
||||
return (shader != nullptr);
|
||||
}
|
||||
|
||||
bool PixelShaderCache::InsertShader(const UberShader::PixelShaderUid& uid,
|
||||
ID3D11PixelShader* shader)
|
||||
{
|
||||
auto iter = UberPixelShaders.find(uid);
|
||||
if (iter != UberPixelShaders.end() && !iter->second.pending)
|
||||
return false;
|
||||
|
||||
PSCacheEntry& newentry = UberPixelShaders[uid];
|
||||
newentry.pending = false;
|
||||
newentry.shader = shader;
|
||||
return (shader != nullptr);
|
||||
}
|
||||
|
||||
void PixelShaderCache::QueueUberShaderCompiles()
|
||||
{
|
||||
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& uid) {
|
||||
if (UberPixelShaders.find(uid) != UberPixelShaders.end())
|
||||
return;
|
||||
|
||||
g_async_compiler->QueueWorkItem(
|
||||
g_async_compiler->CreateWorkItem<UberPixelShaderCompilerWorkItem>(uid));
|
||||
});
|
||||
|
||||
g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
|
||||
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
|
||||
static_cast<int>(completed), static_cast<int>(total));
|
||||
});
|
||||
g_async_compiler->RetrieveWorkItems();
|
||||
Host_UpdateProgressDialog("", -1, -1);
|
||||
}
|
||||
|
||||
PixelShaderCache::PixelShaderCompilerWorkItem::PixelShaderCompilerWorkItem(
|
||||
const PixelShaderUid& uid)
|
||||
{
|
||||
std::memcpy(&m_uid, &uid, sizeof(uid));
|
||||
}
|
||||
|
||||
PixelShaderCache::PixelShaderCompilerWorkItem::~PixelShaderCompilerWorkItem()
|
||||
{
|
||||
SAFE_RELEASE(m_bytecode);
|
||||
}
|
||||
|
||||
bool PixelShaderCache::PixelShaderCompilerWorkItem::Compile()
|
||||
{
|
||||
ShaderCode code =
|
||||
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
|
||||
|
||||
if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
|
||||
m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void PixelShaderCache::PixelShaderCompilerWorkItem::Retrieve()
|
||||
{
|
||||
if (InsertShader(m_uid, m_shader))
|
||||
g_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
|
||||
else
|
||||
SAFE_RELEASE(m_shader);
|
||||
}
|
||||
|
||||
PixelShaderCache::UberPixelShaderCompilerWorkItem::UberPixelShaderCompilerWorkItem(
|
||||
const UberShader::PixelShaderUid& uid)
|
||||
{
|
||||
std::memcpy(&m_uid, &uid, sizeof(uid));
|
||||
}
|
||||
|
||||
PixelShaderCache::UberPixelShaderCompilerWorkItem::~UberPixelShaderCompilerWorkItem()
|
||||
{
|
||||
SAFE_RELEASE(m_bytecode);
|
||||
}
|
||||
|
||||
bool PixelShaderCache::UberPixelShaderCompilerWorkItem::Compile()
|
||||
{
|
||||
ShaderCode code =
|
||||
UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
|
||||
|
||||
if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
|
||||
m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void PixelShaderCache::UberPixelShaderCompilerWorkItem::Retrieve()
|
||||
{
|
||||
if (InsertShader(m_uid, m_shader))
|
||||
g_uber_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
|
||||
else
|
||||
SAFE_RELEASE(m_shader);
|
||||
}
|
||||
|
||||
} // DX11
|
||||
|
||||
@@ -19,16 +19,7 @@ class PixelShaderCache
|
||||
{
|
||||
public:
|
||||
static void Init();
|
||||
static void Reload();
|
||||
static void Clear();
|
||||
static void Shutdown();
|
||||
static bool SetShader();
|
||||
static bool SetUberShader();
|
||||
static bool InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len);
|
||||
static bool InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data, size_t len);
|
||||
static bool InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader);
|
||||
static bool InsertShader(const UberShader::PixelShaderUid& uid, ID3D11PixelShader* shader);
|
||||
static void QueueUberShaderCompiles();
|
||||
|
||||
static ID3D11Buffer* GetConstantBuffer();
|
||||
|
||||
@@ -40,58 +31,6 @@ public:
|
||||
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
|
||||
|
||||
static void InvalidateMSAAShaders();
|
||||
|
||||
private:
|
||||
struct PSCacheEntry
|
||||
{
|
||||
ID3D11PixelShader* shader;
|
||||
bool pending;
|
||||
|
||||
PSCacheEntry() : shader(nullptr), pending(false) {}
|
||||
void Destroy() { SAFE_RELEASE(shader); }
|
||||
};
|
||||
|
||||
class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
explicit PixelShaderCompilerWorkItem(const PixelShaderUid& uid);
|
||||
~PixelShaderCompilerWorkItem() override;
|
||||
|
||||
bool Compile() override;
|
||||
void Retrieve() override;
|
||||
|
||||
private:
|
||||
PixelShaderUid m_uid;
|
||||
ID3D11PixelShader* m_shader = nullptr;
|
||||
D3DBlob* m_bytecode = nullptr;
|
||||
};
|
||||
|
||||
class UberPixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
explicit UberPixelShaderCompilerWorkItem(const UberShader::PixelShaderUid& uid);
|
||||
~UberPixelShaderCompilerWorkItem() override;
|
||||
|
||||
bool Compile() override;
|
||||
void Retrieve() override;
|
||||
|
||||
private:
|
||||
UberShader::PixelShaderUid m_uid;
|
||||
ID3D11PixelShader* m_shader = nullptr;
|
||||
D3DBlob* m_bytecode = nullptr;
|
||||
};
|
||||
|
||||
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
|
||||
typedef std::map<UberShader::PixelShaderUid, PSCacheEntry> UberPSCache;
|
||||
|
||||
static void LoadShaderCache();
|
||||
|
||||
static PSCache PixelShaders;
|
||||
static UberPSCache UberPixelShaders;
|
||||
static const PSCacheEntry* last_entry;
|
||||
static const PSCacheEntry* last_uber_entry;
|
||||
static PixelShaderUid last_uid;
|
||||
static UberShader::PixelShaderUid last_uber_uid;
|
||||
};
|
||||
|
||||
} // namespace DX11
|
||||
|
||||
@@ -71,15 +71,6 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
|
||||
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
|
||||
SetupDeviceObjects();
|
||||
|
||||
// Setup GX pipeline state
|
||||
for (auto& sampler : m_gx_state.samplers)
|
||||
sampler.hex = RenderState::GetPointSamplerState().hex;
|
||||
|
||||
m_gx_state.zmode.testenable = false;
|
||||
m_gx_state.zmode.updateenable = false;
|
||||
m_gx_state.zmode.func = ZMode::NEVER;
|
||||
m_gx_state.raster.cullmode = GenMode::CULL_NONE;
|
||||
|
||||
// Clear EFB textures
|
||||
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
|
||||
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
||||
@@ -299,6 +290,8 @@ void Renderer::UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride
|
||||
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
|
||||
{
|
||||
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
|
||||
if (!dx_pipeline)
|
||||
return;
|
||||
|
||||
D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
|
||||
D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
|
||||
@@ -313,11 +306,6 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
|
||||
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
|
||||
u32 vertex_stride, u32 num_vertices)
|
||||
{
|
||||
// Textures are fine, they're set directly via SetTexture.
|
||||
// Since samplers are set via gx_state, we need to fix this up here.
|
||||
for (size_t stage = 0; stage < m_gx_state.samplers.size(); stage++)
|
||||
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
|
||||
|
||||
// Copy in uniforms.
|
||||
if (uniforms_size > 0)
|
||||
{
|
||||
@@ -638,11 +626,6 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
|
||||
RestoreAPIState();
|
||||
}
|
||||
|
||||
void Renderer::SetBlendingState(const BlendingState& state)
|
||||
{
|
||||
m_gx_state.blend.hex = state.hex;
|
||||
}
|
||||
|
||||
// This function has the final picture. We adjust the aspect ratio here.
|
||||
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
|
||||
float Gamma)
|
||||
@@ -683,7 +666,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
|
||||
// Enable configuration changes
|
||||
UpdateActiveConfig();
|
||||
g_texture_cache->OnConfigChanged(g_ActiveConfig);
|
||||
VertexShaderCache::RetreiveAsyncShaders();
|
||||
|
||||
// Flip/present backbuffer to frontbuffer here
|
||||
if (D3D::swapchain)
|
||||
@@ -706,12 +688,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
|
||||
D3D11_CLEAR_DEPTH, 0.f, 0);
|
||||
}
|
||||
|
||||
if (CheckForHostConfigChanges())
|
||||
{
|
||||
VertexShaderCache::Reload();
|
||||
GeometryShaderCache::Reload();
|
||||
PixelShaderCache::Reload();
|
||||
}
|
||||
CheckForHostConfigChanges();
|
||||
|
||||
// begin next frame
|
||||
RestoreAPIState();
|
||||
@@ -784,30 +761,6 @@ void Renderer::RestoreAPIState()
|
||||
BPFunctions::SetScissor();
|
||||
}
|
||||
|
||||
void Renderer::ApplyState()
|
||||
{
|
||||
D3D::stateman->SetBlendState(m_state_cache.Get(m_gx_state.blend));
|
||||
D3D::stateman->SetDepthState(m_state_cache.Get(m_gx_state.zmode));
|
||||
D3D::stateman->SetRasterizerState(m_state_cache.Get(m_gx_state.raster));
|
||||
D3D::stateman->SetPrimitiveTopology(
|
||||
StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
|
||||
FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
|
||||
|
||||
for (u32 stage = 0; stage < static_cast<u32>(m_gx_state.samplers.size()); stage++)
|
||||
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
|
||||
|
||||
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
|
||||
|
||||
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
|
||||
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
|
||||
D3D::stateman->SetVertexConstants(vertexConstants);
|
||||
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
|
||||
}
|
||||
|
||||
void Renderer::RestoreState()
|
||||
{
|
||||
}
|
||||
|
||||
void Renderer::SetFramebuffer(const AbstractFramebuffer* framebuffer)
|
||||
{
|
||||
const DXFramebuffer* fb = static_cast<const DXFramebuffer*>(framebuffer);
|
||||
@@ -838,16 +791,6 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetRasterizationState(const RasterizationState& state)
|
||||
{
|
||||
m_gx_state.raster.hex = state.hex;
|
||||
}
|
||||
|
||||
void Renderer::SetDepthState(const DepthState& state)
|
||||
{
|
||||
m_gx_state.zmode.hex = state.hex;
|
||||
}
|
||||
|
||||
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
|
||||
{
|
||||
D3D::stateman->SetTexture(
|
||||
@@ -857,7 +800,7 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
|
||||
|
||||
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
|
||||
{
|
||||
m_gx_state.samplers[index].hex = state.hex;
|
||||
D3D::stateman->SetSampler(index, m_state_cache.Get(state));
|
||||
}
|
||||
|
||||
void Renderer::UnbindTexture(const AbstractTexture* texture)
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <d3d11.h>
|
||||
#include <string>
|
||||
#include "VideoBackends/D3D/D3DState.h"
|
||||
@@ -41,10 +40,7 @@ public:
|
||||
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
|
||||
const ClearColor& color_value = {},
|
||||
float depth_value = 0.0f) override;
|
||||
void SetBlendingState(const BlendingState& state) override;
|
||||
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
|
||||
void SetRasterizationState(const RasterizationState& state) override;
|
||||
void SetDepthState(const DepthState& state) override;
|
||||
void SetTexture(u32 index, const AbstractTexture* texture) override;
|
||||
void SetSamplerState(u32 index, const SamplerState& state) override;
|
||||
void UnbindTexture(const AbstractTexture* texture) override;
|
||||
@@ -54,10 +50,6 @@ public:
|
||||
void SetFullscreen(bool enable_fullscreen) override;
|
||||
bool IsFullscreen() const override;
|
||||
|
||||
// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
|
||||
void ApplyState() override;
|
||||
void RestoreState() override;
|
||||
|
||||
void RenderText(const std::string& text, int left, int top, u32 color) override;
|
||||
|
||||
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
|
||||
@@ -84,14 +76,6 @@ public:
|
||||
u32 groups_x, u32 groups_y, u32 groups_z) override;
|
||||
|
||||
private:
|
||||
struct GXPipelineState
|
||||
{
|
||||
std::array<SamplerState, 8> samplers;
|
||||
BlendingState blend;
|
||||
DepthState zmode;
|
||||
RasterizationState raster;
|
||||
};
|
||||
|
||||
void SetupDeviceObjects();
|
||||
void TeardownDeviceObjects();
|
||||
void Create3DVisionTexture(int width, int height);
|
||||
@@ -106,7 +90,6 @@ private:
|
||||
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
|
||||
|
||||
StateCache m_state_cache;
|
||||
GXPipelineState m_gx_state;
|
||||
|
||||
std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
|
||||
std::array<ID3D11DepthStencilState*, 3> m_clear_depth_states{};
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user