Make shader ID validation optional by adding a gfx setting called "EnableShaderDebugging".

Setting this to True will enable additional checks if the shader cache misses any relevant register changes.
This commit is contained in:
NeoBrainX 2011-09-09 21:34:46 +02:00
parent b28348066e
commit 5c14a24ce1
9 changed files with 28 additions and 20 deletions

View file

@ -96,6 +96,8 @@ void VideoConfig::Load(const char *ini_file)
iniFile.Get("Settings", "EnableOpenCL", &bEnableOpenCL, false);
iniFile.Get("Settings", "OMPDecoder", &bOMPDecoder, false);
iniFile.Get("Settings", "EnableShaderDebugging", &bEnableShaderDebugging, false);
iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0);
iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 0); // NOTE - this is x in (1 << x)
iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, "");
@ -231,6 +233,8 @@ void VideoConfig::Save(const char *ini_file)
iniFile.Set("Settings", "EnableOpenCL", bEnableOpenCL);
iniFile.Set("Settings", "OMPDecoder", bOMPDecoder);
iniFile.Set("Settings", "EnableShaderDebugging", bEnableShaderDebugging);
iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering);
iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy);
iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader);

View file

@ -147,6 +147,9 @@ struct VideoConfig
// D3D only config, mostly to be merged into the above
int iAdapter;
// Debugging
bool bEnableShaderDebugging;
// Static config per API
// TODO: Move this out of VideoConfig
struct

View file

@ -499,7 +499,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
pbytecode->Release();
if (success)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);

View file

@ -240,7 +240,7 @@ bool VertexShaderCache::SetShader(u32 components)
bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release();
if (success)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code;
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);

View file

@ -359,9 +359,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlphaMode, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30, components);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
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) {
@ -388,7 +391,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
delete [] bytecode;
if (success)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);

View file

@ -218,7 +218,7 @@ bool VertexShaderCache::SetShader(u32 components)
g_vs_disk_cache.Sync();
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (success)
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code;
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);

View file

@ -190,7 +190,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
ValidatePixelShaderIDs(API_OPENGL, PixelShaders[uid].safe_uid, PixelShaders[uid].shader.strprog, dstAlphaMode, components);
return pShaderLast;
}
@ -206,7 +206,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
pShaderLast = &entry.shader;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.code, dstAlphaMode, components);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
return pShaderLast;
}
@ -215,8 +215,12 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
newentry.frameCount = frameCount;
pShaderLast = &newentry.shader;
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode);
newentry.code = code;
if (g_ActiveConfig.bEnableShaderDebugging && code)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode);
newentry.shader.strprog = code;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
@ -320,9 +324,6 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
cgDestroyProgram(tempprog);
#endif
#if defined(_DEBUG) || defined(DEBUGFAST)
ps.strprog = pstrprogram;
#endif
return true;
}

View file

@ -39,9 +39,7 @@ struct FRAGMENTSHADER
}
}
GLuint glprogid; // opengl program id
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string strprog;
#endif
};
class PixelShaderCache
@ -57,7 +55,6 @@ class PixelShaderCache
shader.Destroy();
}
PIXELSHADERUIDSAFE safe_uid;
std::string code;
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;

View file

@ -100,6 +100,7 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
entry.frameCount = frameCount;
pShaderLast = &entry.shader;
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
GetSafeVertexShaderId(&entry.safe_uid, components);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
@ -183,9 +184,8 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
cgDestroyProgram(tempprog);
#endif
//#if defined(_DEBUG) || defined(DEBUGFAST)
vs.strprog = pstrprogram;
//#endif
if (g_ActiveConfig.bEnableShaderDebugging)
vs.strprog = pstrprogram;
return true;
}