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								// Copyright 2014 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include <string>
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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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								#include "VideoBackends/D3D/D3DBase.h"
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								#include "VideoBackends/D3D/D3DShader.h"
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								#include "VideoBackends/D3D/FramebufferManager.h"
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								#include "VideoBackends/D3D/GeometryShaderCache.h"
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								#include "VideoBackends/D3D/Globals.h"
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								#include "VideoCommon/Debugger.h"
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								#include "VideoCommon/GeometryShaderGen.h"
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								#include "VideoCommon/GeometryShaderManager.h"
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								#include "VideoCommon/Statistics.h"
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								#include "VideoCommon/VideoConfig.h"
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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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								UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
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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() { return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader: nullptr; }
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								ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr; }
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								ID3D11Buffer* gscbuf = nullptr;
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								ID3D11Buffer* &GeometryShaderCache::GetConstantBuffer()
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								{
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									// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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									if (GeometryShaderManager::dirty)
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									{
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										D3D11_MAPPED_SUBRESOURCE map;
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										D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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										memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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										D3D::context->Unmap(gscbuf, 0);
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										GeometryShaderManager::dirty = false;
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										ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
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									}
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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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									{
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										GeometryShaderCache::InsertByteCode(key, value, value_size);
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									}
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								};
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								const char clear_shader_code[] = {
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									"struct VSOUTPUT\n"
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									"{\n"
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									"	float4 vPosition   : POSITION;\n"
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									"	float4 vColor0   : COLOR0;\n"
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									"};\n"
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									"struct GSOUTPUT\n"
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									"{\n"
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									"	float4 vPosition   : POSITION;\n"
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									"	float4 vColor0   : COLOR0;\n"
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									"	uint slice    : SV_RenderTargetArrayIndex;\n"
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									"};\n"
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									"[maxvertexcount(6)]\n"
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									"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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									"{\n"
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									"for(int slice = 0; slice < 2; slice++)\n"
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									"{\n"
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									"	for(int i = 0; i < 3; i++)\n"
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									"	{\n"
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									"		GSOUTPUT OUT;\n"
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									"		OUT.vPosition = o[i].vPosition;\n"
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									"		OUT.vColor0 = o[i].vColor0;\n"
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									"		OUT.slice = slice;\n"
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									"		Output.Append(OUT);\n"
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									"	}\n"
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									"	Output.RestartStrip();\n"
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									"}\n"
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									"}\n"
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								};
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								const char copy_shader_code[] = {
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									"struct VSOUTPUT\n"
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									"{\n"
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									"	float4 vPosition : POSITION;\n"
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									"	float3 vTexCoord : TEXCOORD0;\n"
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									"	float  vTexCoord1 : TEXCOORD1;\n"
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									"};\n"
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									"struct GSOUTPUT\n"
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									"{\n"
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									"	float4 vPosition : POSITION;\n"
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									"	float3 vTexCoord : TEXCOORD0;\n"
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									"	float  vTexCoord1 : TEXCOORD1;\n"
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									"	uint slice    : SV_RenderTargetArrayIndex;\n"
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									"};\n"
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									"[maxvertexcount(6)]\n"
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									"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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									"{\n"
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									"for(int slice = 0; slice < 2; slice++)\n"
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									"{\n"
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									"	for(int i = 0; i < 3; i++)\n"
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									"	{\n"
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									"		GSOUTPUT OUT;\n"
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									"		OUT.vPosition = o[i].vPosition;\n"
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									"		OUT.vTexCoord = o[i].vTexCoord;\n"
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									"		OUT.vTexCoord.z = slice;\n"
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									"		OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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									"		OUT.slice = slice;\n"
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									"		Output.Append(OUT);\n"
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									"	}\n"
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									"	Output.RestartStrip();\n"
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									"}\n"
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									"}\n"
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								};
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void GeometryShaderCache::Init()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-17 09:37:29 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-14 21:23:13 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf, "geometry shader constant buffer used to emulate the GX pipeline");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-11-23 02:13:25 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									// used when drawing clear quads
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-11-29 21:31:30 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									// used for buffer copy
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									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(),
							 | 
						
					
						
							
								
									
										
										
										
											2015-06-12 13:56:53 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											SConfig::GetInstance().m_strUniqueID.c_str());
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									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()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-14 21:23:13 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									SAFE_RELEASE(gscbuf);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-11-23 02:13:25 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									SAFE_RELEASE(ClearGeometryShader);
							 | 
						
					
						
							
								
									
										
										
										
											2014-11-29 21:31:30 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									SAFE_RELEASE(CopyGeometryShader);
							 | 
						
					
						
							
								
									
										
										
										
											2014-11-23 02:13:25 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									Clear();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									g_gs_disk_cache.Sync();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									g_gs_disk_cache.Close();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-14 19:41:16 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								bool GeometryShaderCache::SetShader(u32 primitive_type)
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									GeometryShaderUid uid;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-14 19:41:16 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									GetGeometryShaderUid(uid, primitive_type, API_D3D);
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (g_ActiveConfig.bEnableShaderDebugging)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										ShaderCode code;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-14 19:41:16 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										GenerateGeometryShaderCode(code, primitive_type, API_D3D);
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										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);
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-16 17:28:35 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											return true;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									last_uid = uid;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-16 17:28:35 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									// Check if the shader is a pass-through shader
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-19 13:10:06 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									if (uid.GetUidData()->IsPassthrough())
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-16 17:28:35 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										// Return the default pass-through shader
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										last_entry = &pass_entry;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// 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;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-14 19:41:16 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									GenerateGeometryShaderCode(code, primitive_type, API_D3D);
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									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
							 |