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c9ce09e098
Closes #733.
115 lines
3.8 KiB
C++
115 lines
3.8 KiB
C++
#include "d3d11_device.h"
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#include "d3d11_shader.h"
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namespace dxvk {
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D3D11CommonShader:: D3D11CommonShader() { }
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D3D11CommonShader::~D3D11CommonShader() { }
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D3D11CommonShader::D3D11CommonShader(
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D3D11Device* pDevice,
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const DxvkShaderKey* pShaderKey,
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const DxbcModuleInfo* pDxbcModuleInfo,
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const void* pShaderBytecode,
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size_t BytecodeLength) {
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const std::string name = pShaderKey->toString();
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Logger::debug(str::format("Compiling shader ", name));
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DxbcReader reader(
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reinterpret_cast<const char*>(pShaderBytecode),
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BytecodeLength);
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DxbcModule module(reader);
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// If requested by the user, dump both the raw DXBC
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// shader and the compiled SPIR-V module to a file.
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const std::string dumpPath = env::getEnvVar(L"DXVK_SHADER_DUMP_PATH");
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if (dumpPath.size() != 0) {
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reader.store(std::ofstream(str::format(dumpPath, "/", name, ".dxbc"),
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std::ios_base::binary | std::ios_base::trunc));
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}
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// Decide whether we need to create a pass-through
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// geometry shader for vertex shader stream output
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bool passthroughShader = pDxbcModuleInfo->xfb != nullptr
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&& module.programInfo().type() != DxbcProgramType::GeometryShader;
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m_shader = passthroughShader
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? module.compilePassthroughShader(*pDxbcModuleInfo, name)
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: module.compile (*pDxbcModuleInfo, name);
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m_shader->setShaderKey(*pShaderKey);
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if (dumpPath.size() != 0) {
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std::ofstream dumpStream(
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str::format(dumpPath, "/", name, ".spv"),
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std::ios_base::binary | std::ios_base::trunc);
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m_shader->dump(dumpStream);
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}
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// Create shader constant buffer if necessary
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if (m_shader->shaderConstants().data() != nullptr) {
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DxvkBufferCreateInfo info;
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info.size = m_shader->shaderConstants().sizeInBytes();
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info.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
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info.stages = util::pipelineStages(m_shader->stage())
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| VK_PIPELINE_STAGE_HOST_BIT;
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info.access = VK_ACCESS_UNIFORM_READ_BIT
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| VK_ACCESS_HOST_WRITE_BIT;
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VkMemoryPropertyFlags memFlags
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= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
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| VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
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| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
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m_buffer = pDevice->GetDXVKDevice()->createBuffer(info, memFlags);
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std::memcpy(m_buffer->mapPtr(0),
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m_shader->shaderConstants().data(),
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m_shader->shaderConstants().sizeInBytes());
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}
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pDevice->GetDXVKDevice()->registerShader(m_shader);
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}
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D3D11ShaderModuleSet:: D3D11ShaderModuleSet() { }
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D3D11ShaderModuleSet::~D3D11ShaderModuleSet() { }
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D3D11CommonShader D3D11ShaderModuleSet::GetShaderModule(
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D3D11Device* pDevice,
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const DxvkShaderKey* pShaderKey,
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const DxbcModuleInfo* pDxbcModuleInfo,
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const void* pShaderBytecode,
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size_t BytecodeLength) {
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// Use the shader's unique key for the lookup
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{ std::unique_lock<std::mutex> lock(m_mutex);
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auto entry = m_modules.find(*pShaderKey);
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if (entry != m_modules.end())
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return entry->second;
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}
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// This shader has not been compiled yet, so we have to create a
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// new module. This takes a while, so we won't lock the structure.
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D3D11CommonShader module(pDevice, pShaderKey,
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pDxbcModuleInfo, pShaderBytecode, BytecodeLength);
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// Insert the new module into the lookup table. If another thread
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// has compiled the same shader in the meantime, we should return
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// that object instead and discard the newly created module.
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{ std::unique_lock<std::mutex> lock(m_mutex);
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auto status = m_modules.insert({ *pShaderKey, module });
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if (!status.second)
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return status.first->second;
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}
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return module;
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}
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}
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