diff --git a/Source/Core/DolphinLib.props b/Source/Core/DolphinLib.props
index 1b44f15ec4..3e2a4f2176 100644
--- a/Source/Core/DolphinLib.props
+++ b/Source/Core/DolphinLib.props
@@ -672,6 +672,7 @@
+
@@ -1284,6 +1285,7 @@
+
diff --git a/Source/Core/VideoCommon/CMakeLists.txt b/Source/Core/VideoCommon/CMakeLists.txt
index ba3b67faba..bd816052ba 100644
--- a/Source/Core/VideoCommon/CMakeLists.txt
+++ b/Source/Core/VideoCommon/CMakeLists.txt
@@ -81,6 +81,8 @@ add_library(videocommon
GraphicsModSystem/Runtime/Actions/ScaleAction.h
GraphicsModSystem/Runtime/Actions/SkipAction.cpp
GraphicsModSystem/Runtime/Actions/SkipAction.h
+ GraphicsModSystem/Runtime/CustomShaderCache.cpp
+ GraphicsModSystem/Runtime/CustomShaderCache.h
GraphicsModSystem/Runtime/FBInfo.cpp
GraphicsModSystem/Runtime/FBInfo.h
GraphicsModSystem/Runtime/GraphicsModAction.h
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.cpp b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.cpp
new file mode 100644
index 0000000000..27112846c6
--- /dev/null
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.cpp
@@ -0,0 +1,376 @@
+// Copyright 2022 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
+#include "VideoCommon/AbstractGfx.h"
+#include "VideoCommon/VideoConfig.h"
+
+CustomShaderCache::CustomShaderCache()
+{
+ m_api_type = g_ActiveConfig.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 =
+ AfterFrameEvent::Register([this] { RetrieveAsyncShaders(); }, "RetreiveAsyncShaders");
+}
+
+CustomShaderCache::~CustomShaderCache()
+{
+ if (m_async_shader_compiler)
+ m_async_shader_compiler->StopWorkerThreads();
+
+ if (m_async_uber_shader_compiler)
+ m_async_uber_shader_compiler->StopWorkerThreads();
+}
+
+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
+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
+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, const VideoCommon::GXPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders, PipelineIterator iterator,
+ const AbstractPipelineConfig& pipeline_config)
+ : m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
+ m_custom_shaders(custom_shaders), m_config(pipeline_config)
+ {
+ 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(
+ 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 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(
+ 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, const VideoCommon::GXUberPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders, UberPipelineIterator iterator,
+ const AbstractPipelineConfig& pipeline_config)
+ : m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
+ m_custom_shaders(custom_shaders), m_config(pipeline_config)
+ {
+ 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(
+ 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 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(
+ 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 pipeline)
+{
+ iterator->second.pending = false;
+ iterator->second.value = std::move(pipeline);
+}
+
+void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
+ std::unique_ptr 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,
+ const CustomShaderInstance& custom_shaders, PixelShaderIterator iter)
+ : m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(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 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(
+ 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,
+ const CustomShaderInstance& custom_shaders, UberPixelShaderIterator iter)
+ : m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(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 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(
+ this, uid, custom_shaders, list_iter);
+ m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
+}
+
+std::unique_ptr
+CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders) const
+{
+ const ShaderCode source_code = GeneratePixelShaderCode(
+ m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
+ return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
+ "Custom Pixel Shader");
+}
+
+std::unique_ptr
+CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders) const
+{
+ const ShaderCode source_code =
+ GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
+ return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
+ "Custom Uber Pixel Shader");
+}
+
+void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
+ std::unique_ptr shader)
+{
+ iterator->second.pending = false;
+ iterator->second.value = std::move(shader);
+}
+
+void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
+ std::unique_ptr shader)
+{
+ iterator->second.pending = false;
+ iterator->second.value = std::move(shader);
+}
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h
new file mode 100644
index 0000000000..ff2aba2823
--- /dev/null
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h
@@ -0,0 +1,144 @@
+// Copyright 2022 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include
+#include
+#include