VideoCommon: remove remnants of old custom shader feature, it will be replaced by Materials in the future

This commit is contained in:
iwubcode
2026-10-04 00:55:03 -05:00
parent eb236466c4
commit a0a4e02ebb
8 changed files with 10 additions and 681 deletions
-2
View File
@@ -99,8 +99,6 @@ add_library(videocommon
GraphicsModSystem/Runtime/Actions/SkipAction.h
GraphicsModSystem/Runtime/CustomPipeline.cpp
GraphicsModSystem/Runtime/CustomPipeline.h
GraphicsModSystem/Runtime/CustomShaderCache.cpp
GraphicsModSystem/Runtime/CustomShaderCache.h
GraphicsModSystem/Runtime/FBInfo.cpp
GraphicsModSystem/Runtime/FBInfo.h
GraphicsModSystem/Runtime/GraphicsModAction.h
@@ -1,387 +0,0 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include <utility>
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VideoEvents.h"
CustomShaderCache::CustomShaderCache()
{
m_api_type = g_backend_info.api_type;
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_shader_compiler->StartWorkerThreads(1); // TODO
m_async_uber_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_uber_shader_compiler->StartWorkerThreads(1); // TODO
m_frame_end_handler = GetVideoEvents().after_frame_event.Register(
[this](Core::System&) { RetrieveAsyncShaders(); });
}
CustomShaderCache::~CustomShaderCache()
{
if (m_async_shader_compiler)
{
m_async_shader_compiler->StopWorkerThreads();
m_async_shader_compiler->ClearAllWork();
}
if (m_async_uber_shader_compiler)
{
m_async_uber_shader_compiler->StopWorkerThreads();
m_async_uber_shader_compiler->ClearAllWork();
}
}
void CustomShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
m_async_uber_shader_compiler->RetrieveWorkItems();
}
void CustomShaderCache::Reload()
{
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
{
m_async_shader_compiler->RetrieveWorkItems();
}
while (m_async_uber_shader_compiler->HasPendingWork() ||
m_async_uber_shader_compiler->HasCompletedWork())
{
m_async_uber_shader_compiler->RetrieveWorkItems();
}
m_ps_cache = {};
m_uber_ps_cache = {};
m_pipeline_cache = {};
m_uber_pipeline_cache = {};
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_uber_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, VideoCommon::GXPipelineUid uid,
CustomShaderInstance custom_shaders, PipelineIterator iterator,
AbstractPipelineConfig pipeline_config)
: m_shader_cache(shader_cache), m_uid(std::move(uid)), m_iterator(iterator),
m_config(std::move(pipeline_config)), m_custom_shaders(std::move(custom_shaders))
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
// If the pixel shader is no longer pending compilation
// and the shader compilation succeeded, set
// the pipeline to use the new pixel shader.
// Otherwise, use the existing shader.
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXPipelineUid m_uid;
PipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, VideoCommon::GXUberPipelineUid uid,
CustomShaderInstance custom_shaders, UberPipelineIterator iterator,
AbstractPipelineConfig pipeline_config)
: m_shader_cache(shader_cache), m_uid(std::move(uid)), m_iterator(iterator),
m_config(std::move(pipeline_config)), m_custom_shaders(std::move(custom_shaders))
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
UberShader::PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_uber_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
if (m_config.pixel_shader == nullptr || m_config.vertex_shader == nullptr)
return false;
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_uber_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXUberPipelineUid m_uid;
UberPipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_uber_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const PixelShaderUid& uid,
CustomShaderInstance custom_shaders, PixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(std::move(custom_shaders)),
m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
PixelShaderIterator m_iter;
};
auto list_iter = m_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const UberShader::PixelShaderUid& uid,
CustomShaderInstance custom_shaders, UberPixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(std::move(custom_shaders)),
m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
UberShader::PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
UberPixelShaderIterator m_iter;
};
auto list_iter = m_uber_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code =
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), nullptr,
"Custom Pixel Shader");
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code = GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), nullptr,
"Custom Uber Pixel Shader");
}
void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}
void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}
@@ -1,142 +0,0 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <list>
#include <map>
#include <memory>
#include <optional>
#include "Common/HookableEvent.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GXPipelineTypes.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/UberShaderPixel.h"
struct CustomShaderInstance
{
CustomPixelShaderContents pixel_contents;
bool operator==(const CustomShaderInstance& other) const = default;
};
class CustomShaderCache
{
public:
CustomShaderCache();
~CustomShaderCache();
CustomShaderCache(const CustomShaderCache&) = delete;
CustomShaderCache(CustomShaderCache&&) = delete;
CustomShaderCache& operator=(const CustomShaderCache&) = delete;
CustomShaderCache& operator=(CustomShaderCache&&) = delete;
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
// Retrieves all pending shaders/pipelines from the async compiler.
void RetrieveAsyncShaders();
// Reloads/recreates all shaders and pipelines.
void Reload();
// The optional will be empty if this pipeline is now background compiling.
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
private:
// Configuration bits.
APIType m_api_type = APIType::Nothing;
ShaderHostConfig m_host_config = {};
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_uber_shader_compiler;
void AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
void AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
// Shader/Pipeline cache helper
template <typename Uid, typename ValueType>
struct Cache
{
struct CacheHolder
{
std::unique_ptr<ValueType> value = nullptr;
bool pending = true;
};
using CacheElement = std::pair<CustomShaderInstance, CacheHolder>;
using CacheList = std::list<CacheElement>;
std::map<Uid, CacheList> uid_to_cachelist;
const CacheHolder* GetHolder(const Uid& uid, const CustomShaderInstance& custom_shaders) const
{
if (auto uuid_it = uid_to_cachelist.find(uid); uuid_it != uid_to_cachelist.end())
{
for (const auto& [custom_shader_val, holder] : uuid_it->second)
{
if (custom_shaders == custom_shader_val)
{
return &holder;
}
}
}
return nullptr;
}
typename CacheList::iterator InsertElement(const Uid& uid,
const CustomShaderInstance& custom_shaders)
{
CacheList& cachelist = uid_to_cachelist[uid];
CacheElement e{custom_shaders, CacheHolder{}};
return cachelist.emplace(cachelist.begin(), std::move(e));
}
};
Cache<PixelShaderUid, AbstractShader> m_ps_cache;
Cache<UberShader::PixelShaderUid, AbstractShader> m_uber_ps_cache;
Cache<VideoCommon::GXPipelineUid, AbstractPipeline> m_pipeline_cache;
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline> m_uber_pipeline_cache;
using PipelineIterator = Cache<VideoCommon::GXPipelineUid, AbstractPipeline>::CacheList::iterator;
using UberPipelineIterator =
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline>::CacheList::iterator;
using PixelShaderIterator = Cache<PixelShaderUid, AbstractShader>::CacheList::iterator;
using UberPixelShaderIterator =
Cache<UberShader::PixelShaderUid, AbstractShader>::CacheList::iterator;
void NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
void NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
std::unique_ptr<AbstractShader>
CompilePixelShader(const PixelShaderUid& uid, const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
std::unique_ptr<AbstractShader>
CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
void QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
void QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
Common::EventHook m_frame_end_handler;
};
@@ -3,8 +3,6 @@
#pragma once
#include <optional>
#include <span>
#include <string_view>
#include <vector>
@@ -13,7 +11,6 @@
#include "Common/SmallVector.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/Resources/MaterialResource.h"
#include "VideoCommon/ShaderGenCommon.h"
namespace GraphicsModActionData
{
@@ -21,8 +18,6 @@ struct DrawStarted
{
const Common::SmallVector<u32, 8>& texture_units;
bool* skip;
std::optional<CustomPixelShader>* custom_pixel_shader;
std::span<u8>* material_uniform_buffer;
};
struct PreEFB
-17
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@@ -328,20 +328,3 @@ static const char s_geometry_shader_uniforms[] = "\tfloat4 " I_STEREOPARAMS ";\n
"\tfloat4 " I_LINEPTPARAMS ";\n"
"\tint4 " I_TEXOFFSET ";\n"
"\tuint vs_expand;\n";
constexpr std::string_view CUSTOM_PIXELSHADER_COLOR_FUNC = "customShaderColor";
struct CustomPixelShader
{
std::string custom_shader;
std::string material_uniform_block;
bool operator==(const CustomPixelShader& other) const = default;
};
struct CustomPixelShaderContents
{
std::vector<CustomPixelShader> shaders;
bool operator==(const CustomPixelShaderContents& other) const = default;
};
+9 -114
View File
@@ -25,7 +25,6 @@
#include "VideoCommon/DataReader.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
#include "VideoCommon/IndexGenerator.h"
@@ -124,7 +123,6 @@ bool VertexManagerBase::Initialize()
m_after_present_event = video_events.after_present_event.Register(
[this](const PresentInfo& pi) { m_ticks_elapsed = pi.emulated_timestamp; });
m_index_generator.Init();
m_custom_shader_cache = std::make_unique<CustomShaderCache>();
m_cpu_cull.Init();
return true;
}
@@ -610,25 +608,12 @@ void VertexManagerBase::Flush()
if (!m_cull_all)
{
CustomPixelShaderContents custom_pixel_shader_contents;
std::optional<CustomPixelShader> custom_pixel_shader;
std::vector<std::string> custom_pixel_texture_names;
std::span<u8> custom_pixel_shader_uniforms;
bool skip = false;
for (size_t i = 0; i < texture_names.size(); i++)
for (const std::string& texture_name : texture_names)
{
GraphicsModActionData::DrawStarted draw_started{texture_units, &skip, &custom_pixel_shader,
&custom_pixel_shader_uniforms};
for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_names[i]))
{
GraphicsModActionData::DrawStarted draw_started{texture_units, &skip};
for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_name))
action->OnDrawStarted(&draw_started);
if (custom_pixel_shader)
{
custom_pixel_shader_contents.shaders.push_back(*custom_pixel_shader);
custom_pixel_texture_names.push_back(texture_names[i]);
}
custom_pixel_shader = std::nullopt;
}
}
// Now the vertices can be flushed to the GPU. Everything following the CommitBuffer() call
@@ -648,18 +633,8 @@ void VertexManagerBase::Flush()
UpdatePipelineObject();
if (m_current_pipeline_object)
{
const AbstractPipeline* pipeline_object = m_current_pipeline_object;
if (!custom_pixel_shader_contents.shaders.empty())
{
if (const auto custom_pipeline =
GetCustomPipeline(custom_pixel_shader_contents, m_current_pipeline_config,
m_current_uber_pipeline_config, m_current_pipeline_object))
{
pipeline_object = custom_pipeline;
}
}
RenderDrawCall(pixel_shader_manager, geometry_shader_manager, custom_pixel_shader_contents,
custom_pixel_shader_uniforms, m_current_primitive_type, pipeline_object);
RenderDrawCall(pixel_shader_manager, geometry_shader_manager, m_current_primitive_type,
m_current_pipeline_object);
}
}
@@ -1048,27 +1023,14 @@ void VertexManagerBase::OnEndFrame()
InvalidatePipelineObject();
}
void VertexManagerBase::NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config)
{
m_custom_shader_cache->SetHostConfig(host_config);
m_custom_shader_cache->Reload();
}
void VertexManagerBase::RenderDrawCall(
PixelShaderManager& pixel_shader_manager, GeometryShaderManager& geometry_shader_manager,
const CustomPixelShaderContents& custom_pixel_shader_contents,
std::span<u8> custom_pixel_shader_uniforms, PrimitiveType primitive_type,
const AbstractPipeline* current_pipeline)
void VertexManagerBase::RenderDrawCall(PixelShaderManager& pixel_shader_manager,
GeometryShaderManager& geometry_shader_manager,
PrimitiveType primitive_type,
const AbstractPipeline* current_pipeline)
{
// Now we can upload uniforms, as nothing else will override them.
geometry_shader_manager.SetConstants(primitive_type);
pixel_shader_manager.SetConstants();
if (!custom_pixel_shader_uniforms.empty() &&
pixel_shader_manager.custom_constants.data() != custom_pixel_shader_uniforms.data())
{
pixel_shader_manager.custom_constants_dirty = true;
}
pixel_shader_manager.custom_constants = custom_pixel_shader_uniforms;
UploadUniforms();
g_gfx->SetPipeline(current_pipeline);
@@ -1098,70 +1060,3 @@ void VertexManagerBase::RenderDrawCall(
if (PerfQueryBase::ShouldEmulate())
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
}
const AbstractPipeline* VertexManagerBase::GetCustomPipeline(
const CustomPixelShaderContents& custom_pixel_shader_contents,
const VideoCommon::GXPipelineUid& current_pipeline_config,
const VideoCommon::GXUberPipelineUid& current_uber_pipeline_config,
const AbstractPipeline* current_pipeline) const
{
if (current_pipeline)
{
if (!custom_pixel_shader_contents.shaders.empty())
{
CustomShaderInstance custom_shaders;
custom_shaders.pixel_contents = custom_pixel_shader_contents;
switch (g_ActiveConfig.iShaderCompilationMode)
{
case ShaderCompilationMode::Synchronous:
case ShaderCompilationMode::AsynchronousSkipRendering:
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
current_pipeline_config, custom_shaders, current_pipeline->m_config))
{
return *pipeline;
}
}
break;
case ShaderCompilationMode::SynchronousUberShaders:
{
// D3D has issues compiling large custom ubershaders
// use specialized shaders instead
if (g_backend_info.api_type == APIType::D3D)
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
current_pipeline_config, custom_shaders, current_pipeline->m_config))
{
return *pipeline;
}
}
else
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
current_uber_pipeline_config, custom_shaders, current_pipeline->m_config))
{
return *pipeline;
}
}
}
break;
case ShaderCompilationMode::AsynchronousUberShaders:
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
current_pipeline_config, custom_shaders, current_pipeline->m_config))
{
return *pipeline;
}
else if (auto uber_pipeline = m_custom_shader_cache->GetPipelineAsync(
current_uber_pipeline_config, custom_shaders, current_pipeline->m_config))
{
return *uber_pipeline;
}
}
break;
};
}
}
return nullptr;
}
+1 -13
View File
@@ -15,8 +15,6 @@
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VideoEvents.h"
struct CustomPixelShaderContents;
class CustomShaderCache;
class DataReader;
class GeometryShaderManager;
class NativeVertexFormat;
@@ -134,7 +132,6 @@ public:
m_current_pipeline_object = nullptr;
m_pipeline_config_changed = true;
}
void NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config);
// Utility pipeline drawing (e.g. EFB copies, post-processing, UI).
virtual void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
@@ -224,19 +221,11 @@ private:
static constexpr u32 MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK = 10;
void RenderDrawCall(PixelShaderManager& pixel_shader_manager,
GeometryShaderManager& geometry_shader_manager,
const CustomPixelShaderContents& custom_pixel_shader_contents,
std::span<u8> custom_pixel_shader_uniforms, PrimitiveType primitive_type,
GeometryShaderManager& geometry_shader_manager, PrimitiveType primitive_type,
const AbstractPipeline* current_pipeline);
void UpdatePipelineConfig();
void UpdatePipelineObject();
const AbstractPipeline*
GetCustomPipeline(const CustomPixelShaderContents& custom_pixel_shader_contents,
const VideoCommon::GXPipelineUid& current_pipeline_config,
const VideoCommon::GXUberPipelineUid& current_uber_pipeline_confi,
const AbstractPipeline* current_pipeline) const;
bool m_is_flushed = true;
FlushStatistics m_flush_statistics = {};
@@ -248,7 +237,6 @@ private:
std::vector<u32> m_scheduled_command_buffer_kicks;
bool m_allow_background_execution = true;
std::unique_ptr<CustomShaderCache> m_custom_shader_cache;
u64 m_ticks_elapsed = 0;
Common::EventHook m_frame_end_event;
-1
View File
@@ -390,7 +390,6 @@ void CheckForConfigChanges()
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
g_gfx->WaitForGPUIdle();
g_vertex_manager->InvalidatePipelineObject();
g_vertex_manager->NotifyCustomShaderCacheOfHostChange(new_host_config);
g_shader_cache->SetHostConfig(new_host_config);
g_shader_cache->Reload();
g_framebuffer_manager->RecompileShaders();