dolphin/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
2014-12-14 13:28:41 +01:00

160 lines
4 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <string>
#include "Common/FileUtil.h"
#include "Common/LinearDiskCache.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/Globals.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
GeometryShaderUid GeometryShaderCache::last_uid;
UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
ID3D11Buffer* gscbuf = nullptr;
// this class will load the precompiled shaders into our cache
class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
{
public:
void Read(const GeometryShaderUid &key, const u8 *value, u32 value_size)
{
GeometryShaderCache::InsertByteCode(key, value, value_size);
}
};
void GeometryShaderCache::Init()
{
Clear();
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string cache_filename = StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
GeometryShaderCacheInserter inserter;
g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = nullptr;
}
// ONLY to be used during shutdown.
void GeometryShaderCache::Clear()
{
for (auto& iter : GeometryShaders)
iter.second.Destroy();
GeometryShaders.clear();
geometry_uid_checker.Invalidate();
last_entry = nullptr;
}
void GeometryShaderCache::Shutdown()
{
Clear();
g_gs_disk_cache.Sync();
g_gs_disk_cache.Close();
}
bool GeometryShaderCache::SetShader(u32 components)
{
GeometryShaderUid uid;
GetGeometryShaderUid(uid, components, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code;
GenerateGeometryShaderCode(code, components, 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 (last_entry->shader != nullptr);
}
}
last_uid = uid;
// 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, components, 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::InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
{
ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
if (shader == nullptr)
return false;
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
// Make an entry in the table
GSCacheEntry newentry;
newentry.shader = shader;
GeometryShaders[uid] = newentry;
last_entry = &GeometryShaders[uid];
if (!shader)
return false;
return true;
}
} // DX11