forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			269 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			269 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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 "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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void GeometryShaderCache::Init()
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{
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  unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16);  // must be a multiple of 16
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  D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER,
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                                                D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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  HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
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  CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf,
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                          "geometry shader constant buffer used to emulate the GX pipeline");
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  // used when drawing clear quads
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  ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
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  CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
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  // used for buffer copy
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  CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
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  CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
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  Clear();
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  if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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    File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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  std::string cache_filename =
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      StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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                       SConfig::GetInstance().m_strGameID.c_str());
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  GeometryShaderCacheInserter inserter;
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  g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
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  last_entry = nullptr;
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}
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// ONLY to be used during shutdown.
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void GeometryShaderCache::Clear()
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{
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  for (auto& iter : GeometryShaders)
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    iter.second.Destroy();
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  GeometryShaders.clear();
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  last_entry = nullptr;
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}
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void GeometryShaderCache::Shutdown()
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{
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  SAFE_RELEASE(gscbuf);
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  SAFE_RELEASE(ClearGeometryShader);
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  SAFE_RELEASE(CopyGeometryShader);
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  Clear();
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  g_gs_disk_cache.Sync();
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  g_gs_disk_cache.Close();
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}
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bool GeometryShaderCache::SetShader(u32 primitive_type)
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{
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  GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
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  // Check if the shader is already set
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  if (last_entry)
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  {
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    if (uid == last_uid)
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    {
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      GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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      return true;
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    }
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  }
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  last_uid = uid;
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  // Check if the shader is a pass-through shader
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  if (uid.GetUidData()->IsPassthrough())
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  {
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    // Return the default pass-through shader
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    last_entry = &pass_entry;
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    return true;
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  }
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  // Check if the shader is already in the cache
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  GSCache::iterator iter;
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  iter = GeometryShaders.find(uid);
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  if (iter != GeometryShaders.end())
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  {
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    const GSCacheEntry& entry = iter->second;
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    last_entry = &entry;
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    return (entry.shader != nullptr);
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  }
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  // Need to compile a new shader
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  ShaderCode code = GenerateGeometryShaderCode(APIType::D3D, uid.GetUidData());
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  D3DBlob* pbytecode;
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  if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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  {
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    GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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    return false;
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  }
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  // Insert the bytecode into the caches
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  g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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  bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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  pbytecode->Release();
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  return success;
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}
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bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
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                                         unsigned int bytecodelen)
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{
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  ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
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  if (shader == nullptr)
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    return false;
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  // TODO: Somehow make the debug name a bit more specific
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
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  // Make an entry in the table
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  GSCacheEntry newentry;
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  newentry.shader = shader;
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  GeometryShaders[uid] = newentry;
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  last_entry = &GeometryShaders[uid];
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  if (!shader)
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    return false;
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  return true;
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}
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}  // DX11
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