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dxvk/src/d3d11/d3d11_shader.cpp

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#include "d3d11_device.h"
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#include "d3d11_shader.h"
namespace dxvk {
D3D11CommonShader:: D3D11CommonShader() { }
D3D11CommonShader::~D3D11CommonShader() { }
D3D11CommonShader::D3D11CommonShader(
D3D11Device* pDevice,
const DxvkShaderKey* pShaderKey,
const DxbcModuleInfo* pDxbcModuleInfo,
const void* pShaderBytecode,
size_t BytecodeLength) {
const std::string name = pShaderKey->toString();
Logger::debug(str::format("Compiling shader ", name));
DxbcReader reader(
reinterpret_cast<const char*>(pShaderBytecode),
BytecodeLength);
DxbcModule module(reader);
// If requested by the user, dump both the raw DXBC
// shader and the compiled SPIR-V module to a file.
const std::string dumpPath = env::getEnvVar(L"DXVK_SHADER_DUMP_PATH");
if (dumpPath.size() != 0) {
reader.store(std::ofstream(str::format(dumpPath, "/", name, ".dxbc"),
std::ios_base::binary | std::ios_base::trunc));
}
// Decide whether we need to create a pass-through
// geometry shader for vertex shader stream output
bool passthroughShader = pDxbcModuleInfo->xfb != nullptr
&& module.programInfo().type() != DxbcProgramType::GeometryShader;
m_shader = passthroughShader
? module.compilePassthroughShader(*pDxbcModuleInfo, name)
: module.compile (*pDxbcModuleInfo, name);
m_shader->setShaderKey(*pShaderKey);
if (dumpPath.size() != 0) {
std::ofstream dumpStream(
str::format(dumpPath, "/", name, ".spv"),
std::ios_base::binary | std::ios_base::trunc);
m_shader->dump(dumpStream);
}
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// Create shader constant buffer if necessary
if (m_shader->shaderConstants().data() != nullptr) {
DxvkBufferCreateInfo info;
info.size = m_shader->shaderConstants().sizeInBytes();
info.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
info.stages = util::pipelineStages(m_shader->stage())
| VK_PIPELINE_STAGE_HOST_BIT;
info.access = VK_ACCESS_UNIFORM_READ_BIT
| VK_ACCESS_HOST_WRITE_BIT;
VkMemoryPropertyFlags memFlags
= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
| VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
m_buffer = pDevice->GetDXVKDevice()->createBuffer(info, memFlags);
std::memcpy(m_buffer->mapPtr(0),
m_shader->shaderConstants().data(),
m_shader->shaderConstants().sizeInBytes());
}
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pDevice->GetDXVKDevice()->registerShader(m_shader);
}
D3D11ShaderModuleSet:: D3D11ShaderModuleSet() { }
D3D11ShaderModuleSet::~D3D11ShaderModuleSet() { }
D3D11CommonShader D3D11ShaderModuleSet::GetShaderModule(
D3D11Device* pDevice,
const DxvkShaderKey* pShaderKey,
const DxbcModuleInfo* pDxbcModuleInfo,
const void* pShaderBytecode,
size_t BytecodeLength) {
// Use the shader's unique key for the lookup
{ std::unique_lock<std::mutex> lock(m_mutex);
auto entry = m_modules.find(*pShaderKey);
if (entry != m_modules.end())
return entry->second;
}
// This shader has not been compiled yet, so we have to create a
// new module. This takes a while, so we won't lock the structure.
D3D11CommonShader module(pDevice, pShaderKey,
pDxbcModuleInfo, pShaderBytecode, BytecodeLength);
// Insert the new module into the lookup table. If another thread
// has compiled the same shader in the meantime, we should return
// that object instead and discard the newly created module.
{ std::unique_lock<std::mutex> lock(m_mutex);
auto status = m_modules.insert({ *pShaderKey, module });
if (!status.second)
return status.first->second;
}
return module;
}
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}