GPU/HW: Simplify shader compile progress updates
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@ -508,23 +508,7 @@ bool GPU_HW_D3D11::CompileShaders()
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m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
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m_pgxp_depth_buffer, m_supports_dual_source_blend);
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Common::Timer compile_time;
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const int progress_total = 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3) + 1;
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int progress_value = 0;
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#define UPDATE_PROGRESS() \
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do \
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{ \
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progress_value++; \
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if (System::IsStartupCancelled()) \
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{ \
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return false; \
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} \
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if (compile_time.GetTimeSeconds() >= 1.0f) \
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{ \
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compile_time.Reset(); \
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g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
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} \
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} while (0)
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ShaderCompileProgressTracker progress("Compiling Shaders", 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3) + 1);
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// input layout
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{
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@ -552,7 +536,7 @@ bool GPU_HW_D3D11::CompileShaders()
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}
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}
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UPDATE_PROGRESS();
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progress.Increment();
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m_screen_quad_vertex_shader =
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shader_cache.GetVertexShader(m_device.Get(), shadergen.GenerateScreenQuadVertexShader());
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@ -560,7 +544,7 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_screen_quad_vertex_shader || !m_uv_quad_vertex_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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for (u8 textured = 0; textured < 2; textured++)
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{
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@ -569,7 +553,7 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_batch_vertex_shaders[textured])
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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for (u8 render_mode = 0; render_mode < 4; render_mode++)
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@ -589,7 +573,7 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing])
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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}
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@ -599,46 +583,46 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_copy_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_fill_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
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if (!m_vram_fill_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_interlaced_fill_pixel_shader =
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shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
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if (!m_vram_interlaced_fill_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_read_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
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if (!m_vram_read_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_write_pixel_shader =
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shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMWriteFragmentShader(false));
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if (!m_vram_write_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_copy_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMCopyFragmentShader());
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if (!m_vram_copy_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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m_vram_update_depth_pixel_shader =
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shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMUpdateDepthFragmentShader());
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if (!m_vram_update_depth_pixel_shader)
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
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{
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@ -651,7 +635,7 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!m_display_pixel_shaders[depth_24bit][interlacing])
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return false;
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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@ -680,7 +664,7 @@ bool GPU_HW_D3D11::CompileShaders()
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return false;
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}
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UPDATE_PROGRESS();
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progress.Increment();
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#undef UPDATE_PROGRESS
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