2015-05-24 06:55:12 +02:00
										 
									 
								 
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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/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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								#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 "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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								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.iStereoMode > 0) ? ClearGeometryShader : nullptr;
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								}
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								ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
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								{
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								  return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr;
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								}
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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
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								  // 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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								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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							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void GeometryShaderCache::Init()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-11-27 11:56:22 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  unsigned int gbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(GeometryShaderConstants)),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                        16);  // must be a multiple of 16
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  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");
							 | 
						
					
						
							| 
								
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							 | 
							
							
								  // 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");
							 | 
						
					
						
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							 | 
							
							
								  // used for buffer copy
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
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								  Clear();
							 | 
						
					
						
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							 | 
							
							
								  if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
							 | 
						
					
						
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							 | 
						
					
						
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							 | 
							
							
								  std::string cache_filename =
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
							 | 
						
					
						
							
								
									
										
										
										
											2016-10-29 14:42:43 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								                       SConfig::GetInstance().m_strGameID.c_str());
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  GeometryShaderCacheInserter inserter;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
							
								  last_entry = nullptr;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
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							| 
								
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							 | 
							
							
								// ONLY to be used during shutdown.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void GeometryShaderCache::Clear()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  for (auto& iter : GeometryShaders)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    iter.second.Destroy();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  GeometryShaders.clear();
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  last_entry = nullptr;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void GeometryShaderCache::Shutdown()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  SAFE_RELEASE(gscbuf);
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-14 21:23:13 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  SAFE_RELEASE(ClearGeometryShader);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  SAFE_RELEASE(CopyGeometryShader);
							 | 
						
					
						
							
								
									
										
										
										
											2014-11-23 02:13:25 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  Clear();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  g_gs_disk_cache.Sync();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  g_gs_disk_cache.Close();
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-14 19:41:16 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								bool GeometryShaderCache::SetShader(u32 primitive_type)
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-16 23:49:39 +13:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Check if the shader is already set
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (last_entry)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (uid == last_uid)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  last_uid = uid;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Check if the shader is a pass-through shader
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (uid.GetUidData()->IsPassthrough())
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Return the default pass-through shader
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    last_entry = &pass_entry;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // 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
							 | 
						
					
						
							
								
									
										
										
										
											2016-07-21 19:04:57 -04:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  ShaderCode code = GenerateGeometryShaderCode(APIType::D3D, uid.GetUidData());
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return success;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                         unsigned int bytecodelen)
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (shader == nullptr)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return false;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  // TODO: Somehow make the debug name a bit more specific
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  // Make an entry in the table
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  GSCacheEntry newentry;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  newentry.shader = shader;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  GeometryShaders[uid] = newentry;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  last_entry = &GeometryShaders[uid];
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (!shader)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return false;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  return true;
							 | 
						
					
						
							
								
									
										
										
										
											2014-12-03 22:17:56 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}  // DX11
							 |