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[d3d8] Implement shader getters and caching
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AlpyneDreams committed Feb 23, 2023
1 parent 4ac97a3 commit a0d39ec
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Showing 2 changed files with 249 additions and 31 deletions.
258 changes: 232 additions & 26 deletions src/d3d8/d3d8_device.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -132,6 +132,18 @@ namespace dxvk {
return D3D_OK;
}

// State Blocks //

HRESULT STDMETHODCALLTYPE D3D8DeviceEx::ApplyStateBlock(DWORD Token) {

HRESULT res = reinterpret_cast<d3d9::IDirect3DStateBlock9*>(Token)->Apply();

// TODO: only refresh shaders this state block might affect
UpdateCurrentShaders();

return res;
}

// Vertex Shaders //

#define VSD_SHIFT_MASK(token, field) ( (token & field ## MASK) >> field ## SHIFT )
Expand Down Expand Up @@ -322,19 +334,56 @@ namespace dxvk {
Logger::err(str::format("SetVertexShader: Application provided non-vertex shader or deleted shader ", Handle));
return D3DERR_INVALIDCALL;
}

// Cache current shader
m_currentVertexShader = Handle | DXVK_D3D8_SHADER_BIT;

GetD3D9()->SetVertexDeclaration(info.pVertexDecl);
return GetD3D9()->SetVertexShader(info.pVertexShader);
} else {

// Cache current FVF
m_currentVertexShader = Handle;

//GetD3D9()->SetVertexDeclaration(nullptr);
GetD3D9()->SetVertexShader(nullptr);
return GetD3D9()->SetFVF( Handle );
}
}

HRESULT STDMETHODCALLTYPE D3D8DeviceEx::GetVertexShader(DWORD* pHandle) {

// Return cached shader
*pHandle = m_currentVertexShader;

return D3D_OK;

/*
// Slow path. Use to debug cached shader validation. //
d3d9::IDirect3DVertexShader9* pVertexShader;
HRESULT res = GetD3D9()->GetVertexShader(&pVertexShader);
if (FAILED(res) || pVertexShader == nullptr) {
return GetD3D9()->GetFVF(pHandle);
}
for (unsigned int i = 0; i < m_shaders.size(); i++) {
D3D8ShaderInfo& info = m_shaders[i];
if (info.pVertexShader == pVertexShader) {
*pHandle = DWORD(i) | DXVK_D3D8_SHADER_BIT;
return res;
}
}
return res;
*/
}

HRESULT STDMETHODCALLTYPE D3D8DeviceEx::DeleteVertexShader(DWORD Handle) {

if ( (Handle & DXVK_D3D8_SHADER_BIT) != 0 ) {
if ((Handle & DXVK_D3D8_SHADER_BIT) != 0) {

Handle &= ~DXVK_D3D8_SHADER_BIT;

Expand Down Expand Up @@ -375,51 +424,208 @@ namespace dxvk {
*pHandle = DWORD(m_shaders.size() - 1) | DXVK_D3D8_SHADER_BIT;

return res;
}

HRESULT STDMETHODCALLTYPE D3D8DeviceEx::SetPixelShader(DWORD Handle) {

}

HRESULT STDMETHODCALLTYPE D3D8DeviceEx::SetPixelShader(DWORD Handle) {

if ( (Handle & DXVK_D3D8_SHADER_BIT) != 0 ) {
Handle &= ~DXVK_D3D8_SHADER_BIT; // We don't care
}

Handle &= ~DXVK_D3D8_SHADER_BIT; // We don't care
}

if ( unlikely(Handle >= m_shaders.size()) ) {
Logger::err(str::format("SetPixelShader: Invalid pixel shader index ", Handle));
return D3DERR_INVALIDCALL;
}

}

D3D8ShaderInfo& info = m_shaders[Handle];

if ( unlikely(info.type != D3D8ShaderType::Pixel) ) {
Logger::err(str::format("SetPixelShader: Application provided non-pixel shader or deleted shader ", Handle));
return D3DERR_INVALIDCALL;
}

return GetD3D9()->SetPixelShader(info.pPixelShader);
}

HRESULT STDMETHODCALLTYPE D3D8DeviceEx::DeletePixelShader(DWORD Handle) {
}

return GetD3D9()->SetPixelShader(info.pPixelShader);
}

HRESULT __stdcall D3D8DeviceEx::GetPixelShader(DWORD* pHandle) {
// Return cached shader
*pHandle = m_currentPixelShader;

return D3D_OK;

/*
// Slow path. Use to debug cached shader validation. //
d3d9::IDirect3DPixelShader9* pPixelShader;
HRESULT res = GetD3D9()->GetPixelShader(&pPixelShader);
if (FAILED(res) || pPixelShader == nullptr) {
*pHandle = NULL;
return res;
}
for (unsigned int i = 0; i < m_shaders.size(); i++) {
D3D8ShaderInfo& info = m_shaders[i];
if (info.pPixelShader == pPixelShader) {
*pHandle = DWORD(i) | DXVK_D3D8_SHADER_BIT;
return res;
}
}
return res;
*/
}

HRESULT STDMETHODCALLTYPE D3D8DeviceEx::DeletePixelShader(DWORD Handle) {
if ( (Handle & DXVK_D3D8_SHADER_BIT) != 0 ) {
Handle &= ~DXVK_D3D8_SHADER_BIT; // We don't care
}

Handle &= ~DXVK_D3D8_SHADER_BIT; // We don't care
}

if ( Handle >= m_shaders.size() ) {
Logger::err(str::format("DeletePixelShader: Invalid pixel shader index ", Handle));
return D3DERR_INVALIDCALL;
}

}

D3D8ShaderInfo& info = m_shaders[Handle];

if ( unlikely(info.type != D3D8ShaderType::Pixel) ) {
if (unlikely(info.type != D3D8ShaderType::Pixel)) {
Logger::err(str::format("DeletePixelShader: Application provided non-pixel shader or deleted shader ", Handle));
return D3DERR_INVALIDCALL;
}

SAFE_RELEASE(info.pPixelShader);

info.type = D3D8ShaderType::None;

return D3D_OK;
}


return D3D_OK;
}

// Internal Methods //

inline void D3D8DeviceEx::CacheFVF() {
GetD3D9()->GetFVF(&m_currentVertexShader);
}

inline void D3D8DeviceEx::RefreshVS(d3d9::IDirect3DVertexShader9* pVertexShader)
{
// Search for VS in our shaders
for (unsigned int i = 0; i < m_shaders.size(); i++) {
D3D8ShaderInfo& info = m_shaders[i];

if (m_shaders[i].pVertexShader == pVertexShader) {
// Found it
m_currentVertexShader = i | DXVK_D3D8_SHADER_BIT;
return;
}
}

// We haven't found it! (Worst case)
Logger::debug(str::format("RefreshVS: unrecognized vertex shader with address 0x", std::hex, pVertexShader));

D3D8ShaderInfo& info = m_shaders.emplace_back();
info.type = D3D8ShaderType::Vertex;
info.pVertexShader = pVertexShader;

// Get the vertex decl too
d3d9::IDirect3DVertexDeclaration9* pVertexDecl;
GetD3D9()->GetVertexDeclaration(&pVertexDecl);

info.pVertexDecl = pVertexDecl;

m_currentPixelShader = DWORD(m_shaders.size() - 1) | DXVK_D3D8_SHADER_BIT;
}

inline void D3D8DeviceEx::RefreshPS(d3d9::IDirect3DPixelShader9* pPixelShader)
{
// Search for PS in our shaders
for (unsigned int i = 0; i < m_shaders.size(); i++) {
D3D8ShaderInfo& info = m_shaders[i];

if (m_shaders[i].pPixelShader == pPixelShader) {
// Found it
m_currentPixelShader = i | DXVK_D3D8_SHADER_BIT;
return;
}
}

// We haven't found it! (Worst case)
Logger::debug(str::format("RefreshPS: unrecognized pixel shader with address 0x", std::hex, pPixelShader));

D3D8ShaderInfo& info = m_shaders.emplace_back();
info.type = D3D8ShaderType::Pixel;
info.pPixelShader = pPixelShader;

m_currentPixelShader = DWORD(m_shaders.size() - 1) | DXVK_D3D8_SHADER_BIT;
}

inline void D3D8DeviceEx::UpdateCurrentShaders()
{
// Get current vertex shader
d3d9::IDirect3DVertexShader9* pVertexShader;
GetD3D9()->GetVertexShader(&pVertexShader);

if (pVertexShader != nullptr) {

// Check cache
if ((m_currentVertexShader & DXVK_D3D8_SHADER_BIT) != 0) {

DWORD handle = m_currentVertexShader & ~DXVK_D3D8_SHADER_BIT;

if (likely(handle < m_shaders.size())) {

D3D8ShaderInfo& info = m_shaders[handle];

if (info.pVertexShader != pVertexShader) {
// Invalid: current shader is different
RefreshVS(pVertexShader);
}

} else {
// Invalid: we don't recognize the cached current shader
RefreshVS(pVertexShader);
}
} else {
// Invalid: We have an FVF or something cached
RefreshVS(pVertexShader);
}

} else {
CacheFVF();
}

// Get current pixel shader
d3d9::IDirect3DPixelShader9* pPixelShader;
GetD3D9()->GetPixelShader(&pPixelShader);

if (pPixelShader != nullptr) {

// Check cache
if ((m_currentPixelShader & DXVK_D3D8_SHADER_BIT) != 0) {

DWORD handle = m_currentPixelShader & ~DXVK_D3D8_SHADER_BIT;

if (likely(handle < m_shaders.size())) {

D3D8ShaderInfo& info = m_shaders[handle];

if (info.pPixelShader != pPixelShader) {
// Invalid: current shader is different
RefreshPS(pPixelShader);
}

} else {
// Invalid: we don't recognize the cached current shader
RefreshPS(pPixelShader);
}
} else {
// Invalid: we don't have a pixel shader
RefreshPS(pPixelShader);
}
} else {
// No pixel shader
m_currentPixelShader = 0;
}
}

} // namespace dxvk
22 changes: 17 additions & 5 deletions src/d3d8/d3d8_device.h
Original file line number Diff line number Diff line change
Expand Up @@ -392,9 +392,7 @@ namespace dxvk {
return reinterpret_cast<d3d9::IDirect3DStateBlock9*>(Token)->Capture();
}

HRESULT STDMETHODCALLTYPE ApplyStateBlock(DWORD Token) {
return reinterpret_cast<d3d9::IDirect3DStateBlock9*>(Token)->Apply();
}
HRESULT STDMETHODCALLTYPE ApplyStateBlock(DWORD Token);

HRESULT STDMETHODCALLTYPE DeleteStateBlock(DWORD Token) {
reinterpret_cast<d3d9::IDirect3DStateBlock9*>(Token)->Release();
Expand Down Expand Up @@ -528,7 +526,7 @@ namespace dxvk {

HRESULT STDMETHODCALLTYPE SetVertexShader(DWORD Handle);

HRESULT STDMETHODCALLTYPE GetVertexShader D3D8_DEVICE_STUB_(GetVertexShader, DWORD* pHandle);
HRESULT STDMETHODCALLTYPE GetVertexShader(DWORD* pHandle);

HRESULT STDMETHODCALLTYPE DeleteVertexShader(DWORD Handle);

Expand Down Expand Up @@ -573,7 +571,7 @@ namespace dxvk {

HRESULT STDMETHODCALLTYPE SetPixelShader(DWORD Handle);

HRESULT STDMETHODCALLTYPE GetPixelShader D3D8_DEVICE_STUB(DWORD* pHandle);
HRESULT STDMETHODCALLTYPE GetPixelShader(DWORD* pHandle);

HRESULT STDMETHODCALLTYPE DeletePixelShader(THIS_ DWORD Handle);

Expand Down Expand Up @@ -605,13 +603,27 @@ namespace dxvk {
return GetD3D9()->DeletePatch(Handle);
}

public: // Internal Methods //

void CacheFVF();

// RefreshVS and RefreshPS can be slow, so avoid calling them in hot path when possible

void RefreshVS(d3d9::IDirect3DVertexShader9* pVertexShader);
void RefreshPS(d3d9::IDirect3DPixelShader9* pPixelShader);

// Refresh the cached active shader.
void UpdateCurrentShaders();

private:

INT m_BaseVertexIndex = 0;

Com<D3D8InterfaceEx> m_parent;

std::vector<D3D8ShaderInfo> m_shaders;
DWORD m_currentVertexShader = 0; // can be m_shaders index or FVF
DWORD m_currentPixelShader = 0;

D3DDEVTYPE m_deviceType;
HWND m_window;
Expand Down

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