Move shader caches to VideoCommon

This commit is contained in:
Stenzek
2018-02-25 01:15:35 +10:00
parent 24df896eb8
commit dec0c3bce8
48 changed files with 1448 additions and 3346 deletions

View File

@ -48,8 +48,7 @@ enum DESCRIPTOR_SET_BIND_POINT
// - Standard
// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS)
// - 8 combined image samplers (accessible from PS)
// - BBox Enabled
// - Same as standard, plus a single SSBO accessible from PS
// - 1 SSBO accessible from PS if supported
// - Push Constant
// - Same as standard, plus 128 bytes of push constants, accessible from all stages.
// - Texture Decoding
@ -67,7 +66,6 @@ enum DESCRIPTOR_SET_BIND_POINT
enum PIPELINE_LAYOUT
{
PIPELINE_LAYOUT_STANDARD,
PIPELINE_LAYOUT_BBOX,
PIPELINE_LAYOUT_PUSH_CONSTANT,
PIPELINE_LAYOUT_TEXTURE_CONVERSION,
PIPELINE_LAYOUT_UTILITY,

View File

@ -109,6 +109,9 @@ bool ObjectCache::CreateDescriptorSetLayouts()
static const VkDescriptorSetLayoutBinding single_ubo_set_bindings[] = {
0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT | VK_SHADER_STAGE_FRAGMENT_BIT};
// The geometry shader buffer must be last in this binding set, as we don't include it
// if geometry shaders are not supported by the device. See the decrement below.
static const VkDescriptorSetLayoutBinding per_stage_ubo_set_bindings[] = {
{UBO_DESCRIPTOR_SET_BINDING_PS, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
VK_SHADER_STAGE_FRAGMENT_BIT},
@ -139,7 +142,7 @@ bool ObjectCache::CreateDescriptorSetLayouts()
{7, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_COMPUTE_BIT},
};
static const VkDescriptorSetLayoutCreateInfo create_infos[NUM_DESCRIPTOR_SET_LAYOUTS] = {
VkDescriptorSetLayoutCreateInfo create_infos[NUM_DESCRIPTOR_SET_LAYOUTS] = {
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(single_ubo_set_bindings)), single_ubo_set_bindings},
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
@ -153,6 +156,10 @@ bool ObjectCache::CreateDescriptorSetLayouts()
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(compute_set_bindings)), compute_set_bindings}};
// Don't set the GS bit if geometry shaders aren't available.
if (!g_vulkan_context->SupportsGeometryShaders())
create_infos[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS].bindingCount--;
for (size_t i = 0; i < NUM_DESCRIPTOR_SET_LAYOUTS; i++)
{
VkResult res = vkCreateDescriptorSetLayout(g_vulkan_context->GetDevice(), &create_infos[i],
@ -180,11 +187,10 @@ bool ObjectCache::CreatePipelineLayouts()
{
VkResult res;
// Descriptor sets for each pipeline layout
// Descriptor sets for each pipeline layout.
// In the standard set, the SSBO must be the last descriptor, as we do not include it
// when fragment stores and atomics are not supported by the device.
VkDescriptorSetLayout standard_sets[] = {
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS]};
VkDescriptorSetLayout bbox_sets[] = {
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_SHADER_STORAGE_BUFFERS]};
@ -207,10 +213,6 @@ bool ObjectCache::CreatePipelineLayouts()
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(standard_sets)), standard_sets, 0, nullptr},
// BBox
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(bbox_sets)), bbox_sets, 0, nullptr},
// Push Constant
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(standard_sets)), standard_sets, 1, &push_constant_range},
@ -228,6 +230,10 @@ bool ObjectCache::CreatePipelineLayouts()
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(compute_sets)), compute_sets, 1, &compute_push_constant_range}};
// If bounding box is unsupported, don't bother with the SSBO descriptor set.
if (!g_vulkan_context->SupportsBoundingBox())
pipeline_layout_info[PIPELINE_LAYOUT_STANDARD].setLayoutCount--;
for (size_t i = 0; i < NUM_PIPELINE_LAYOUTS; i++)
{
if ((res = vkCreatePipelineLayout(g_vulkan_context->GetDevice(), &pipeline_layout_info[i],

View File

@ -224,7 +224,7 @@ std::tuple<VkBuffer, u32> Renderer::UpdateUtilityUniformBuffer(const void* unifo
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
m_graphics_pipeline = static_cast<const VKPipeline*>(pipeline);
StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline));
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
@ -305,7 +305,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
// Build commands.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_graphics_pipeline->GetPipeline());
StateTracker::GetInstance()->GetPipeline()->GetVkPipeline());
if (vertex_buffer != VK_NULL_HANDLE)
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vertex_buffer, &vertex_buffer_offset);
@ -759,9 +759,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Clean up stale textures.
TextureCache::GetInstance()->Cleanup(frameCount);
// Pull in now-ready async shaders.
g_shader_cache->RetrieveAsyncShaders();
}
void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region)
@ -975,10 +972,8 @@ void Renderer::CheckForConfigChanges()
RecreateEFBFramebuffer();
RecompileShaders();
FramebufferManager::GetInstance()->RecompileShaders();
g_shader_cache->ReloadShaderAndPipelineCaches();
g_shader_cache->ReloadPipelineCache();
g_shader_cache->RecompileSharedShaders();
StateTracker::GetInstance()->InvalidateShaderPointers();
StateTracker::GetInstance()->ReloadPipelineUIDCache();
}
// For vsync, we need to change the present mode, which means recreating the swap chain.
@ -1021,8 +1016,6 @@ void Renderer::BindEFBToStateTracker()
FramebufferManager::GetInstance()->GetEFBClearRenderPass());
StateTracker::GetInstance()->SetFramebuffer(
FramebufferManager::GetInstance()->GetEFBFramebuffer(), framebuffer_size);
StateTracker::GetInstance()->SetMultisamplingstate(
FramebufferManager::GetInstance()->GetEFBMultisamplingState());
m_current_framebuffer = nullptr;
m_current_framebuffer_width = FramebufferManager::GetInstance()->GetEFBWidth();
m_current_framebuffer_height = FramebufferManager::GetInstance()->GetEFBHeight();
@ -1125,21 +1118,6 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
num_clear_values);
}
void Renderer::SetRasterizationState(const RasterizationState& state)
{
StateTracker::GetInstance()->SetRasterizationState(state);
}
void Renderer::SetDepthState(const DepthState& state)
{
StateTracker::GetInstance()->SetDepthState(state);
}
void Renderer::SetBlendingState(const BlendingState& state)
{
StateTracker::GetInstance()->SetBlendState(state);
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
// Texture should always be in SHADER_READ_ONLY layout prior to use.

View File

@ -77,10 +77,7 @@ public:
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {},
float depth_value = 0.0f) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
@ -135,6 +132,5 @@ private:
// Shaders used for clear/blit.
VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
const VKPipeline* m_graphics_pipeline = nullptr;
};
}

View File

@ -23,12 +23,7 @@
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
namespace Vulkan
{
@ -41,7 +36,6 @@ ShaderCache::ShaderCache()
ShaderCache::~ShaderCache()
{
DestroyPipelineCache();
DestroyShaderCaches();
DestroySharedShaders();
}
@ -49,7 +43,6 @@ bool ShaderCache::Initialize()
{
if (g_ActiveConfig.bShaderCache)
{
LoadShaderCaches();
if (!LoadPipelineCache())
return false;
}
@ -62,21 +55,11 @@ bool ShaderCache::Initialize()
if (!CompileSharedShaders())
return false;
m_async_shader_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.CanPrecompileUberShaders() ?
g_ActiveConfig.GetShaderPrecompilerThreads() :
g_ActiveConfig.GetShaderCompilerThreads());
return true;
}
void ShaderCache::Shutdown()
{
if (m_async_shader_compiler)
{
m_async_shader_compiler->StopWorkerThreads();
m_async_shader_compiler->RetrieveWorkItems();
}
if (g_ActiveConfig.bShaderCache && m_pipeline_cache != VK_NULL_HANDLE)
SavePipelineCache();
}
@ -392,40 +375,14 @@ VkPipeline ShaderCache::CreatePipeline(const PipelineInfo& info)
}
VkPipeline ShaderCache::GetPipeline(const PipelineInfo& info)
{
return GetPipelineWithCacheResult(info).first;
}
std::pair<VkPipeline, bool> ShaderCache::GetPipelineWithCacheResult(const PipelineInfo& info)
{
auto iter = m_pipeline_objects.find(info);
if (iter != m_pipeline_objects.end())
{
// If it's background compiling, ignore it, and recompile it synchronously.
if (!iter->second.second)
return std::make_pair(iter->second.first, true);
else
m_pipeline_objects.erase(iter);
}
return iter->second;
VkPipeline pipeline = CreatePipeline(info);
m_pipeline_objects.emplace(info, std::make_pair(pipeline, false));
_assert_(pipeline != VK_NULL_HANDLE);
return {pipeline, false};
}
std::pair<std::pair<VkPipeline, bool>, bool>
ShaderCache::GetPipelineWithCacheResultAsync(const PipelineInfo& info)
{
auto iter = m_pipeline_objects.find(info);
if (iter != m_pipeline_objects.end())
return std::make_pair(iter->second, true);
// Kick a job off.
m_async_shader_compiler->QueueWorkItem(
m_async_shader_compiler->CreateWorkItem<PipelineCompilerWorkItem>(info));
m_pipeline_objects.emplace(info, std::make_pair(static_cast<VkPipeline>(VK_NULL_HANDLE), true));
return std::make_pair(std::make_pair(static_cast<VkPipeline>(VK_NULL_HANDLE), true), false);
m_pipeline_objects.emplace(info, pipeline);
return pipeline;
}
VkPipeline ShaderCache::CreateComputePipeline(const ComputePipelineInfo& info)
@ -465,11 +422,10 @@ VkPipeline ShaderCache::GetComputePipeline(const ComputePipelineInfo& info)
void ShaderCache::ClearPipelineCache()
{
// TODO: Stop any async compiling happening.
for (const auto& it : m_pipeline_objects)
{
if (it.second.first != VK_NULL_HANDLE)
vkDestroyPipeline(g_vulkan_context->GetDevice(), it.second.first, nullptr);
if (it.second != VK_NULL_HANDLE)
vkDestroyPipeline(g_vulkan_context->GetDevice(), it.second, nullptr);
}
m_pipeline_objects.clear();
@ -673,266 +629,6 @@ void ShaderCache::SavePipelineCache()
disk_cache.Close();
}
// Cache inserter that is called back when reading from the file
template <typename Uid>
struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
{
ShaderCacheReader(std::map<Uid, std::pair<VkShaderModule, bool>>& shader_map)
: m_shader_map(shader_map)
{
}
void Read(const Uid& key, const u32* value, u32 value_size) override
{
// We don't insert null modules into the shader map since creation could succeed later on.
// e.g. we're generating bad code, but fix this in a later version, and for some reason
// the cache is not invalidated.
VkShaderModule module = Util::CreateShaderModule(value, value_size);
if (module == VK_NULL_HANDLE)
return;
m_shader_map.emplace(key, std::make_pair(module, false));
}
std::map<Uid, std::pair<VkShaderModule, bool>>& m_shader_map;
};
void ShaderCache::LoadShaderCaches()
{
ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
m_vs_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "VS", true, true),
vs_reader);
ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
m_ps_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "PS", true, true),
ps_reader);
if (g_vulkan_context->SupportsGeometryShaders())
{
ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
m_gs_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "GS", true, true),
gs_reader);
}
ShaderCacheReader<UberShader::VertexShaderUid> uber_vs_reader(m_uber_vs_cache.shader_map);
m_uber_vs_cache.disk_cache.OpenAndRead(
GetDiskShaderCacheFileName(APIType::Vulkan, "UberVS", false, true), uber_vs_reader);
ShaderCacheReader<UberShader::PixelShaderUid> uber_ps_reader(m_uber_ps_cache.shader_map);
m_uber_ps_cache.disk_cache.OpenAndRead(
GetDiskShaderCacheFileName(APIType::Vulkan, "UberPS", false, true), uber_ps_reader);
SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(m_ps_cache.shader_map.size()));
SETSTAT(stats.numVertexShadersCreated, static_cast<int>(m_vs_cache.shader_map.size()));
SETSTAT(stats.numVertexShadersAlive, static_cast<int>(m_vs_cache.shader_map.size()));
}
template <typename T>
static void DestroyShaderCache(T& cache)
{
cache.disk_cache.Sync();
cache.disk_cache.Close();
for (const auto& it : cache.shader_map)
{
if (it.second.first != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second.first, nullptr);
}
cache.shader_map.clear();
}
void ShaderCache::DestroyShaderCaches()
{
DestroyShaderCache(m_vs_cache);
DestroyShaderCache(m_ps_cache);
if (g_vulkan_context->SupportsGeometryShaders())
DestroyShaderCache(m_gs_cache);
DestroyShaderCache(m_uber_vs_cache);
DestroyShaderCache(m_uber_ps_cache);
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
}
VkShaderModule ShaderCache::GetVertexShaderForUid(const VertexShaderUid& uid)
{
auto it = m_vs_cache.shader_map.find(uid);
if (it != m_vs_cache.shader_map.end())
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_vs_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code =
GenerateVertexShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileVertexShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
module = Util::CreateShaderModule(spv.data(), spv.size());
// Append to shader cache if it created successfully.
if (module != VK_NULL_HANDLE)
{
m_vs_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
INCSTAT(stats.numVertexShadersCreated);
INCSTAT(stats.numVertexShadersAlive);
}
}
// We still insert null entries to prevent further compilation attempts.
m_vs_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
VkShaderModule ShaderCache::GetGeometryShaderForUid(const GeometryShaderUid& uid)
{
_assert_(g_vulkan_context->SupportsGeometryShaders());
auto it = m_gs_cache.shader_map.find(uid);
if (it != m_gs_cache.shader_map.end())
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_gs_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code =
GenerateGeometryShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileGeometryShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
module = Util::CreateShaderModule(spv.data(), spv.size());
// Append to shader cache if it created successfully.
if (module != VK_NULL_HANDLE)
m_gs_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
}
// We still insert null entries to prevent further compilation attempts.
m_gs_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
VkShaderModule ShaderCache::GetPixelShaderForUid(const PixelShaderUid& uid)
{
auto it = m_ps_cache.shader_map.find(uid);
if (it != m_ps_cache.shader_map.end())
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_ps_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code =
GeneratePixelShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
module = Util::CreateShaderModule(spv.data(), spv.size());
// Append to shader cache if it created successfully.
if (module != VK_NULL_HANDLE)
{
m_ps_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
INCSTAT(stats.numPixelShadersCreated);
INCSTAT(stats.numPixelShadersAlive);
}
}
// We still insert null entries to prevent further compilation attempts.
m_ps_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
VkShaderModule ShaderCache::GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid)
{
auto it = m_uber_vs_cache.shader_map.find(uid);
if (it != m_uber_vs_cache.shader_map.end())
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_uber_vs_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code = UberShader::GenVertexShader(
APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileVertexShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
module = Util::CreateShaderModule(spv.data(), spv.size());
// Append to shader cache if it created successfully.
if (module != VK_NULL_HANDLE)
{
m_uber_vs_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
INCSTAT(stats.numVertexShadersCreated);
INCSTAT(stats.numVertexShadersAlive);
}
}
// We still insert null entries to prevent further compilation attempts.
m_uber_vs_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
VkShaderModule ShaderCache::GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid)
{
auto it = m_uber_ps_cache.shader_map.find(uid);
if (it != m_uber_ps_cache.shader_map.end())
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_uber_ps_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code =
UberShader::GenPixelShader(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
module = Util::CreateShaderModule(spv.data(), spv.size());
// Append to shader cache if it created successfully.
if (module != VK_NULL_HANDLE)
{
m_uber_ps_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
INCSTAT(stats.numPixelShadersCreated);
INCSTAT(stats.numPixelShadersAlive);
}
}
// We still insert null entries to prevent further compilation attempts.
m_uber_ps_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
void ShaderCache::RecompileSharedShaders()
{
DestroySharedShaders();
@ -940,27 +636,15 @@ void ShaderCache::RecompileSharedShaders()
PanicAlert("Failed to recompile shared shaders.");
}
void ShaderCache::ReloadShaderAndPipelineCaches()
void ShaderCache::ReloadPipelineCache()
{
m_async_shader_compiler->WaitUntilCompletion();
m_async_shader_compiler->RetrieveWorkItems();
SavePipelineCache();
DestroyShaderCaches();
DestroyPipelineCache();
if (g_ActiveConfig.bShaderCache)
{
LoadShaderCaches();
LoadPipelineCache();
}
else
{
CreatePipelineCache();
}
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileUberShaders();
}
std::string ShaderCache::GetUtilityShaderHeader() const
@ -1160,203 +844,4 @@ void ShaderCache::DestroySharedShaders()
DestroyShader(m_screen_quad_geometry_shader);
DestroyShader(m_passthrough_geometry_shader);
}
void ShaderCache::CreateDummyPipeline(const UberShader::VertexShaderUid& vuid,
const GeometryShaderUid& guid,
const UberShader::PixelShaderUid& puid)
{
PortableVertexDeclaration vertex_decl;
std::memset(&vertex_decl, 0, sizeof(vertex_decl));
PipelineInfo pinfo;
pinfo.vertex_format =
static_cast<const VertexFormat*>(VertexLoaderManager::GetUberVertexFormat(vertex_decl));
pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(
g_ActiveConfig.bBBoxEnable && g_ActiveConfig.BBoxUseFragmentShaderImplementation() ?
PIPELINE_LAYOUT_BBOX :
PIPELINE_LAYOUT_STANDARD);
pinfo.vs = GetVertexUberShaderForUid(vuid);
pinfo.gs = (!guid.GetUidData()->IsPassthrough() && g_vulkan_context->SupportsGeometryShaders()) ?
GetGeometryShaderForUid(guid) :
VK_NULL_HANDLE;
pinfo.ps = GetPixelUberShaderForUid(puid);
pinfo.render_pass = FramebufferManager::GetInstance()->GetEFBLoadRenderPass();
pinfo.rasterization_state.hex = RenderState::GetNoCullRasterizationState().hex;
pinfo.depth_state.hex = RenderState::GetNoDepthTestingDepthStencilState().hex;
pinfo.blend_state.hex = RenderState::GetNoBlendingBlendState().hex;
pinfo.multisampling_state.hex = FramebufferManager::GetInstance()->GetEFBMultisamplingState().hex;
pinfo.rasterization_state.primitive =
static_cast<PrimitiveType>(guid.GetUidData()->primitive_type);
GetPipelineWithCacheResultAsync(pinfo);
}
void ShaderCache::PrecompileUberShaders()
{
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
// UIDs must have compatible texgens, a mismatching combination will never be queried.
if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
return;
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens)
return;
CreateDummyPipeline(vuid, guid, puid);
});
});
});
WaitForBackgroundCompilesToComplete();
// Switch to the runtime/background thread config.
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
}
void ShaderCache::WaitForBackgroundCompilesToComplete()
{
m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
m_async_shader_compiler->RetrieveWorkItems();
Host_UpdateProgressDialog("", -1, -1);
}
void ShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
}
std::pair<VkShaderModule, bool> ShaderCache::GetVertexShaderForUidAsync(const VertexShaderUid& uid)
{
auto it = m_vs_cache.shader_map.find(uid);
if (it != m_vs_cache.shader_map.end())
return it->second;
// Kick a compile job off.
m_async_shader_compiler->QueueWorkItem(
m_async_shader_compiler->CreateWorkItem<VertexShaderCompilerWorkItem>(uid));
m_vs_cache.shader_map.emplace(uid,
std::make_pair(static_cast<VkShaderModule>(VK_NULL_HANDLE), true));
return std::make_pair<VkShaderModule, bool>(VK_NULL_HANDLE, true);
}
std::pair<VkShaderModule, bool> ShaderCache::GetPixelShaderForUidAsync(const PixelShaderUid& uid)
{
auto it = m_ps_cache.shader_map.find(uid);
if (it != m_ps_cache.shader_map.end())
return it->second;
// Kick a compile job off.
m_async_shader_compiler->QueueWorkItem(
m_async_shader_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
m_ps_cache.shader_map.emplace(uid,
std::make_pair(static_cast<VkShaderModule>(VK_NULL_HANDLE), true));
return std::make_pair<VkShaderModule, bool>(VK_NULL_HANDLE, true);
}
bool ShaderCache::VertexShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GenerateVertexShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (!ShaderCompiler::CompileVertexShader(&m_spirv, code.GetBuffer().c_str(),
code.GetBuffer().length()))
return true;
m_module = Util::CreateShaderModule(m_spirv.data(), m_spirv.size());
return true;
}
void ShaderCache::VertexShaderCompilerWorkItem::Retrieve()
{
auto it = g_shader_cache->m_vs_cache.shader_map.find(m_uid);
if (it == g_shader_cache->m_vs_cache.shader_map.end())
{
g_shader_cache->m_vs_cache.shader_map.emplace(m_uid, std::make_pair(m_module, false));
g_shader_cache->m_vs_cache.disk_cache.Append(m_uid, m_spirv.data(),
static_cast<u32>(m_spirv.size()));
return;
}
// The main thread may have also compiled this shader.
if (!it->second.second)
{
if (m_module != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
return;
}
// No longer pending.
it->second.first = m_module;
it->second.second = false;
g_shader_cache->m_vs_cache.disk_cache.Append(m_uid, m_spirv.data(),
static_cast<u32>(m_spirv.size()));
}
bool ShaderCache::PixelShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GeneratePixelShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (!ShaderCompiler::CompileFragmentShader(&m_spirv, code.GetBuffer().c_str(),
code.GetBuffer().length()))
return true;
m_module = Util::CreateShaderModule(m_spirv.data(), m_spirv.size());
return true;
}
void ShaderCache::PixelShaderCompilerWorkItem::Retrieve()
{
auto it = g_shader_cache->m_ps_cache.shader_map.find(m_uid);
if (it == g_shader_cache->m_ps_cache.shader_map.end())
{
g_shader_cache->m_ps_cache.shader_map.emplace(m_uid, std::make_pair(m_module, false));
g_shader_cache->m_ps_cache.disk_cache.Append(m_uid, m_spirv.data(),
static_cast<u32>(m_spirv.size()));
return;
}
// The main thread may have also compiled this shader.
if (!it->second.second)
{
if (m_module != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
return;
}
// No longer pending.
it->second.first = m_module;
it->second.second = false;
g_shader_cache->m_ps_cache.disk_cache.Append(m_uid, m_spirv.data(),
static_cast<u32>(m_spirv.size()));
}
bool ShaderCache::PipelineCompilerWorkItem::Compile()
{
m_pipeline = g_shader_cache->CreatePipeline(m_info);
return true;
}
void ShaderCache::PipelineCompilerWorkItem::Retrieve()
{
auto it = g_shader_cache->m_pipeline_objects.find(m_info);
if (it == g_shader_cache->m_pipeline_objects.end())
{
g_shader_cache->m_pipeline_objects.emplace(m_info, std::make_pair(m_pipeline, false));
return;
}
// The main thread may have also compiled this shader.
if (!it->second.second)
{
if (m_pipeline != VK_NULL_HANDLE)
vkDestroyPipeline(g_vulkan_context->GetDevice(), m_pipeline, nullptr);
return;
}
// No longer pending.
it->second.first = m_pipeline;
it->second.second = false;
}
}

View File

@ -19,13 +19,7 @@
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
namespace Vulkan
{
@ -33,10 +27,6 @@ class CommandBufferManager;
class VertexFormat;
class StreamBuffer;
class CommandBufferManager;
class VertexFormat;
class StreamBuffer;
struct PipelineInfo
{
// These are packed in descending order of size, to avoid any padding so that the structure
@ -88,19 +78,6 @@ public:
// Get utility shader header based on current config.
std::string GetUtilityShaderHeader() const;
// Accesses ShaderGen shader caches
VkShaderModule GetVertexShaderForUid(const VertexShaderUid& uid);
VkShaderModule GetGeometryShaderForUid(const GeometryShaderUid& uid);
VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid);
// Ubershader caches
VkShaderModule GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid);
VkShaderModule GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid);
// Accesses ShaderGen shader caches asynchronously
std::pair<VkShaderModule, bool> GetVertexShaderForUidAsync(const VertexShaderUid& uid);
std::pair<VkShaderModule, bool> GetPixelShaderForUidAsync(const PixelShaderUid& uid);
// Perform at startup, create descriptor layouts, compiles all static shaders.
bool Initialize();
void Shutdown();
@ -112,13 +89,6 @@ public:
// Find a pipeline by the specified description, if not found, attempts to create it.
VkPipeline GetPipeline(const PipelineInfo& info);
// Find a pipeline by the specified description, if not found, attempts to create it. If this
// resulted in a pipeline being created, the second field of the return value will be false,
// otherwise for a cache hit it will be true.
std::pair<VkPipeline, bool> GetPipelineWithCacheResult(const PipelineInfo& info);
std::pair<std::pair<VkPipeline, bool>, bool>
GetPipelineWithCacheResultAsync(const PipelineInfo& info);
// Creates a compute pipeline, and does not track the handle.
VkPipeline CreateComputePipeline(const ComputePipelineInfo& info);
@ -139,47 +109,22 @@ public:
void RecompileSharedShaders();
// Reload pipeline cache. This will destroy all pipelines.
void ReloadShaderAndPipelineCaches();
void ReloadPipelineCache();
// Shared shader accessors
VkShaderModule GetScreenQuadVertexShader() const { return m_screen_quad_vertex_shader; }
VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
void PrecompileUberShaders();
void WaitForBackgroundCompilesToComplete();
void RetrieveAsyncShaders();
private:
bool CreatePipelineCache();
bool LoadPipelineCache();
bool ValidatePipelineCache(const u8* data, size_t data_length);
void DestroyPipelineCache();
void LoadShaderCaches();
void DestroyShaderCaches();
bool CompileSharedShaders();
void DestroySharedShaders();
// We generate a dummy pipeline with some defaults in the blend/depth states,
// that way the driver is forced to compile something (looking at you, NVIDIA).
// It can then hopefully re-use part of this pipeline for others in the future.
void CreateDummyPipeline(const UberShader::VertexShaderUid& vuid, const GeometryShaderUid& guid,
const UberShader::PixelShaderUid& puid);
template <typename Uid>
struct ShaderModuleCache
{
std::map<Uid, std::pair<VkShaderModule, bool>> shader_map;
LinearDiskCache<Uid, u32> disk_cache;
};
ShaderModuleCache<VertexShaderUid> m_vs_cache;
ShaderModuleCache<GeometryShaderUid> m_gs_cache;
ShaderModuleCache<PixelShaderUid> m_ps_cache;
ShaderModuleCache<UberShader::VertexShaderUid> m_uber_vs_cache;
ShaderModuleCache<UberShader::PixelShaderUid> m_uber_ps_cache;
std::unordered_map<PipelineInfo, std::pair<VkPipeline, bool>, PipelineInfoHash>
m_pipeline_objects;
std::unordered_map<PipelineInfo, VkPipeline, PipelineInfoHash> m_pipeline_objects;
std::unordered_map<ComputePipelineInfo, VkPipeline, ComputePipelineInfoHash>
m_compute_pipeline_objects;
VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
@ -190,45 +135,6 @@ private:
VkShaderModule m_passthrough_vertex_shader = VK_NULL_HANDLE;
VkShaderModule m_screen_quad_geometry_shader = VK_NULL_HANDLE;
VkShaderModule m_passthrough_geometry_shader = VK_NULL_HANDLE;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
// TODO: Use templates to reduce the number of these classes.
class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
explicit VertexShaderCompilerWorkItem(const VertexShaderUid& uid) : m_uid(uid) {}
bool Compile() override;
void Retrieve() override;
private:
VertexShaderUid m_uid;
ShaderCompiler::SPIRVCodeVector m_spirv;
VkShaderModule m_module = VK_NULL_HANDLE;
};
class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
explicit PixelShaderCompilerWorkItem(const PixelShaderUid& uid) : m_uid(uid) {}
bool Compile() override;
void Retrieve() override;
private:
PixelShaderUid m_uid;
ShaderCompiler::SPIRVCodeVector m_spirv;
VkShaderModule m_module = VK_NULL_HANDLE;
};
class PipelineCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
explicit PipelineCompilerWorkItem(const PipelineInfo& info) : m_info(info) {}
bool Compile() override;
void Retrieve() override;
private:
PipelineInfo m_info;
VkPipeline m_pipeline;
};
};
extern std::unique_ptr<ShaderCache> g_shader_cache;

View File

@ -15,6 +15,7 @@
#include "VideoBackends/Vulkan/ShaderCache.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKPipeline.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
@ -53,12 +54,6 @@ void StateTracker::DestroyInstance()
bool StateTracker::Initialize()
{
// BBox is disabled by default.
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
m_bbox_enabled = false;
ClearShaders();
// Initialize all samplers to point by default
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
{
@ -97,122 +92,6 @@ bool StateTracker::Initialize()
return true;
}
void StateTracker::InvalidateShaderPointers()
{
// Clear UIDs, forcing a false match next time.
m_vs_uid = {};
m_gs_uid = {};
m_ps_uid = {};
// Invalidate shader pointers.
m_pipeline_state.vs = VK_NULL_HANDLE;
m_pipeline_state.gs = VK_NULL_HANDLE;
m_pipeline_state.ps = VK_NULL_HANDLE;
}
void StateTracker::ReloadPipelineUIDCache()
{
class PipelineInserter final : public LinearDiskCacheReader<SerializedPipelineUID, u32>
{
public:
explicit PipelineInserter(StateTracker* this_ptr_) : this_ptr(this_ptr_) {}
void Read(const SerializedPipelineUID& key, const u32* value, u32 value_size)
{
this_ptr->PrecachePipelineUID(key);
}
private:
StateTracker* this_ptr;
};
m_uid_cache.Sync();
m_uid_cache.Close();
// UID caches don't contain any host state, so use a single uid cache per gameid.
std::string filename = GetDiskShaderCacheFileName(APIType::Vulkan, "PipelineUID", true, false);
if (g_ActiveConfig.bShaderCache)
{
PipelineInserter inserter(this);
m_uid_cache.OpenAndRead(filename, inserter);
}
// If we were using background compilation, ensure everything is ready before continuing.
if (g_ActiveConfig.bBackgroundShaderCompiling)
g_shader_cache->WaitForBackgroundCompilesToComplete();
}
void StateTracker::AppendToPipelineUIDCache(const PipelineInfo& info)
{
SerializedPipelineUID sinfo;
sinfo.blend_state_bits = info.blend_state.hex;
sinfo.rasterizer_state_bits = info.rasterization_state.hex;
sinfo.depth_state_bits = info.depth_state.hex;
sinfo.vertex_decl = m_pipeline_state.vertex_format->GetVertexDeclaration();
sinfo.vs_uid = m_vs_uid;
sinfo.gs_uid = m_gs_uid;
sinfo.ps_uid = m_ps_uid;
u32 dummy_value = 0;
m_uid_cache.Append(sinfo, &dummy_value, 1);
}
bool StateTracker::PrecachePipelineUID(const SerializedPipelineUID& uid)
{
PipelineInfo pinfo = {};
// Need to create the vertex declaration first, rather than deferring to when a game creates a
// vertex loader that uses this format, since we need it to create a pipeline.
pinfo.vertex_format =
static_cast<VertexFormat*>(VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl));
pinfo.pipeline_layout = uid.ps_uid.GetUidData()->bounding_box ?
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
pinfo.vs = g_shader_cache->GetVertexShaderForUid(uid.vs_uid);
if (pinfo.vs == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Failed to get vertex shader from cached UID.");
return false;
}
if (g_vulkan_context->SupportsGeometryShaders() && !uid.gs_uid.GetUidData()->IsPassthrough())
{
pinfo.gs = g_shader_cache->GetGeometryShaderForUid(uid.gs_uid);
if (pinfo.gs == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Failed to get geometry shader from cached UID.");
return false;
}
}
pinfo.ps = g_shader_cache->GetPixelShaderForUid(uid.ps_uid);
if (pinfo.ps == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Failed to get pixel shader from cached UID.");
return false;
}
pinfo.render_pass = m_load_render_pass;
pinfo.rasterization_state.hex = uid.rasterizer_state_bits;
pinfo.depth_state.hex = uid.depth_state_bits;
pinfo.blend_state.hex = uid.blend_state_bits;
pinfo.multisampling_state.hex = m_pipeline_state.multisampling_state.hex;
if (g_ActiveConfig.bBackgroundShaderCompiling)
{
// Use async for multithreaded compilation.
g_shader_cache->GetPipelineWithCacheResultAsync(pinfo);
}
else
{
VkPipeline pipeline = g_shader_cache->GetPipeline(pinfo);
if (pipeline == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Failed to get pipeline from cached UID.");
return false;
}
}
// We don't need to do anything with this pipeline, just make sure it exists.
return true;
}
void StateTracker::SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset)
{
if (m_vertex_buffer == buffer && m_vertex_buffer_offset == offset)
@ -238,14 +117,6 @@ void StateTracker::SetRenderPass(VkRenderPass load_render_pass, VkRenderPass cle
{
// Should not be changed within a render pass.
_assert_(!InRenderPass());
// The clear and load render passes are compatible, so we don't need to change our pipeline.
if (m_pipeline_state.render_pass != load_render_pass)
{
m_pipeline_state.render_pass = load_render_pass;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
m_load_render_pass = load_render_pass;
m_clear_render_pass = clear_render_pass;
}
@ -258,169 +129,18 @@ void StateTracker::SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& ren
m_framebuffer_size = render_area;
}
void StateTracker::SetVertexFormat(const VertexFormat* vertex_format)
void StateTracker::SetPipeline(const VKPipeline* pipeline)
{
if (m_vertex_format == vertex_format)
if (m_pipeline == pipeline)
return;
m_vertex_format = vertex_format;
UpdatePipelineVertexFormat();
}
void StateTracker::SetRasterizationState(const RasterizationState& state)
{
if (m_pipeline_state.rasterization_state.hex == state.hex)
return;
m_pipeline_state.rasterization_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetMultisamplingstate(const MultisamplingState& state)
{
if (m_pipeline_state.multisampling_state.hex == state.hex)
return;
m_pipeline_state.multisampling_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetDepthState(const DepthState& state)
{
if (m_pipeline_state.depth_state.hex == state.hex)
return;
m_pipeline_state.depth_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetBlendState(const BlendingState& state)
{
if (m_pipeline_state.blend_state.hex == state.hex)
return;
m_pipeline_state.blend_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
bool StateTracker::CheckForShaderChanges()
{
VertexShaderUid vs_uid = GetVertexShaderUid();
PixelShaderUid ps_uid = GetPixelShaderUid();
ClearUnusedPixelShaderUidBits(APIType::Vulkan, &ps_uid);
bool changed = false;
bool use_ubershaders = g_ActiveConfig.bDisableSpecializedShaders;
if (g_ActiveConfig.CanBackgroundCompileShaders() && !g_ActiveConfig.bDisableSpecializedShaders)
{
// Look up both VS and PS, and check if we can compile it asynchronously.
auto vs = g_shader_cache->GetVertexShaderForUidAsync(vs_uid);
auto ps = g_shader_cache->GetPixelShaderForUidAsync(ps_uid);
if (vs.second || ps.second)
{
// One of the shaders is still pending. Use the ubershader for both.
use_ubershaders = true;
}
else
{
// Use the standard shaders for both.
if (m_pipeline_state.vs != vs.first)
{
m_pipeline_state.vs = vs.first;
m_vs_uid = vs_uid;
changed = true;
}
if (m_pipeline_state.ps != ps.first)
{
m_pipeline_state.ps = ps.first;
m_ps_uid = ps_uid;
changed = true;
}
}
}
else
{
// Normal shader path. No ubershaders.
if (vs_uid != m_vs_uid)
{
m_vs_uid = vs_uid;
m_pipeline_state.vs = g_shader_cache->GetVertexShaderForUid(vs_uid);
changed = true;
}
if (ps_uid != m_ps_uid)
{
m_ps_uid = ps_uid;
m_pipeline_state.ps = g_shader_cache->GetPixelShaderForUid(ps_uid);
changed = true;
}
}
// Switching to/from ubershaders? Have to adjust the vertex format and pipeline layout.
if (use_ubershaders != m_using_ubershaders)
{
m_using_ubershaders = use_ubershaders;
UpdatePipelineLayout();
UpdatePipelineVertexFormat();
}
if (use_ubershaders)
{
UberShader::VertexShaderUid uber_vs_uid = UberShader::GetVertexShaderUid();
VkShaderModule vs = g_shader_cache->GetVertexUberShaderForUid(uber_vs_uid);
if (vs != m_pipeline_state.vs)
{
m_uber_vs_uid = uber_vs_uid;
m_pipeline_state.vs = vs;
changed = true;
}
UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_ps_uid);
VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
if (ps != m_pipeline_state.ps)
{
m_uber_ps_uid = uber_ps_uid;
m_pipeline_state.ps = ps;
changed = true;
}
}
if (g_vulkan_context->SupportsGeometryShaders())
{
GeometryShaderUid gs_uid = GetGeometryShaderUid(m_pipeline_state.rasterization_state.primitive);
if (gs_uid != m_gs_uid)
{
m_gs_uid = gs_uid;
if (gs_uid.GetUidData()->IsPassthrough())
m_pipeline_state.gs = VK_NULL_HANDLE;
else
m_pipeline_state.gs = g_shader_cache->GetGeometryShaderForUid(gs_uid);
changed = true;
}
}
if (changed)
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
return changed;
}
void StateTracker::ClearShaders()
{
// Set the UIDs to something that will never match, so on the first access they are checked.
std::memset(&m_vs_uid, 0xFF, sizeof(m_vs_uid));
std::memset(&m_gs_uid, 0xFF, sizeof(m_gs_uid));
std::memset(&m_ps_uid, 0xFF, sizeof(m_ps_uid));
std::memset(&m_uber_vs_uid, 0xFF, sizeof(m_uber_vs_uid));
std::memset(&m_uber_ps_uid, 0xFF, sizeof(m_uber_ps_uid));
m_pipeline_state.vs = VK_NULL_HANDLE;
m_pipeline_state.gs = VK_NULL_HANDLE;
m_pipeline_state.ps = VK_NULL_HANDLE;
m_pipeline_state.vertex_format = nullptr;
const bool new_usage =
pipeline && (!m_pipeline || m_pipeline->GetUsage() != pipeline->GetUsage());
m_pipeline = pipeline;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
if (new_usage)
m_dirty_flags |= DIRTY_FLAG_ALL_DESCRIPTOR_SETS;
}
void StateTracker::UpdateVertexShaderConstants()
@ -450,20 +170,6 @@ void StateTracker::UpdateVertexShaderConstants()
void StateTracker::UpdateGeometryShaderConstants()
{
// Skip updating geometry shader constants if it's not in use.
if (m_pipeline_state.gs == VK_NULL_HANDLE)
{
// However, if the buffer has changed, we can't skip the update, because then we'll
// try to include the now non-existant buffer in the descriptor set.
if (m_uniform_stream_buffer->GetBuffer() ==
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_GS].buffer)
{
return;
}
GeometryShaderManager::dirty = true;
}
if (!GeometryShaderManager::dirty || !ReserveConstantStorage())
return;
@ -614,15 +320,6 @@ void StateTracker::SetSampler(size_t index, VkSampler sampler)
m_dirty_flags |= DIRTY_FLAG_PS_SAMPLERS;
}
void StateTracker::SetBBoxEnable(bool enable)
{
if (m_bbox_enabled == enable)
return;
m_bbox_enabled = enable;
UpdatePipelineLayout();
}
void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range)
{
if (m_bindings.ps_ssbo.buffer == buffer && m_bindings.ps_ssbo.offset == offset &&
@ -634,10 +331,7 @@ void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceS
m_bindings.ps_ssbo.buffer = buffer;
m_bindings.ps_ssbo.offset = offset;
m_bindings.ps_ssbo.range = range;
// Defer descriptor update until bbox is actually enabled.
if (IsSSBODescriptorRequired())
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
}
void StateTracker::UnbindTexture(VkImageView view)
@ -653,10 +347,6 @@ void StateTracker::InvalidateDescriptorSets()
{
m_descriptor_sets.fill(VK_NULL_HANDLE);
m_dirty_flags |= DIRTY_FLAG_ALL_DESCRIPTOR_SETS;
// Defer SSBO descriptor update until bbox is actually enabled.
if (!IsSSBODescriptorRequired())
m_dirty_flags &= ~DIRTY_FLAG_PS_SSBO;
}
void StateTracker::InvalidateConstants()
@ -669,9 +359,8 @@ void StateTracker::InvalidateConstants()
void StateTracker::SetPendingRebind()
{
m_dirty_flags |= DIRTY_FLAG_DYNAMIC_OFFSETS | DIRTY_FLAG_DESCRIPTOR_SET_BINDING |
DIRTY_FLAG_PIPELINE_BINDING | DIRTY_FLAG_VERTEX_BUFFER |
DIRTY_FLAG_INDEX_BUFFER | DIRTY_FLAG_VIEWPORT | DIRTY_FLAG_SCISSOR |
DIRTY_FLAG_PIPELINE;
DIRTY_FLAG_VERTEX_BUFFER | DIRTY_FLAG_INDEX_BUFFER | DIRTY_FLAG_VIEWPORT |
DIRTY_FLAG_SCISSOR | DIRTY_FLAG_PIPELINE;
}
void StateTracker::BeginRenderPass()
@ -743,17 +432,14 @@ void StateTracker::SetScissor(const VkRect2D& scissor)
bool StateTracker::Bind(bool rebind_all /*= false*/)
{
// Must have a pipeline.
if (!m_pipeline)
return false;
// Check the render area if we were in a clear pass.
if (m_current_render_pass == m_clear_render_pass && !IsViewportWithinRenderArea())
EndRenderPass();
// Get new pipeline object if any parts have changed
if (m_dirty_flags & DIRTY_FLAG_PIPELINE && !UpdatePipeline())
{
ERROR_LOG(VIDEO, "Failed to get pipeline object, skipping draw");
return false;
}
// Get a new descriptor set if any parts have changed
if (m_dirty_flags & DIRTY_FLAG_ALL_DESCRIPTOR_SETS && !UpdateDescriptorSet())
{
@ -780,20 +466,20 @@ bool StateTracker::Bind(bool rebind_all /*= false*/)
if (m_dirty_flags & DIRTY_FLAG_INDEX_BUFFER || rebind_all)
vkCmdBindIndexBuffer(command_buffer, m_index_buffer, m_index_buffer_offset, m_index_type);
if (m_dirty_flags & DIRTY_FLAG_PIPELINE_BINDING || rebind_all)
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_object);
if (m_dirty_flags & DIRTY_FLAG_PIPELINE || rebind_all)
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline->GetVkPipeline());
if (m_dirty_flags & DIRTY_FLAG_DESCRIPTOR_SET_BINDING || rebind_all)
{
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_pipeline_state.pipeline_layout, 0, m_num_active_descriptor_sets,
m_pipeline->GetVkPipelineLayout(), 0, m_num_active_descriptor_sets,
m_descriptor_sets.data(), NUM_UBO_DESCRIPTOR_SET_BINDINGS,
m_bindings.uniform_buffer_offsets.data());
}
else if (m_dirty_flags & DIRTY_FLAG_DYNAMIC_OFFSETS)
{
vkCmdBindDescriptorSets(
command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_state.pipeline_layout,
command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline->GetVkPipelineLayout(),
DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS, 1,
&m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS],
NUM_UBO_DESCRIPTOR_SET_BINDINGS, m_bindings.uniform_buffer_offsets.data());
@ -933,105 +619,6 @@ void StateTracker::EndClearRenderPass()
EndRenderPass();
}
VkPipeline StateTracker::GetPipelineAndCacheUID()
{
// We can't cache ubershader uids, only normal shader uids.
if (g_ActiveConfig.CanBackgroundCompileShaders() && !m_using_ubershaders)
{
// Append to UID cache if it is a new pipeline.
auto result = g_shader_cache->GetPipelineWithCacheResultAsync(m_pipeline_state);
if (!result.second && g_ActiveConfig.bShaderCache)
AppendToPipelineUIDCache(m_pipeline_state);
// Still waiting for the pipeline to compile?
if (!result.first.second)
return result.first.first;
// Use ubershader instead.
m_using_ubershaders = true;
UpdatePipelineLayout();
UpdatePipelineVertexFormat();
PipelineInfo uber_info = m_pipeline_state;
UberShader::VertexShaderUid uber_vuid = UberShader::GetVertexShaderUid();
UberShader::PixelShaderUid uber_puid = UberShader::GetPixelShaderUid();
UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_puid);
uber_info.vs = g_shader_cache->GetVertexUberShaderForUid(uber_vuid);
uber_info.ps = g_shader_cache->GetPixelUberShaderForUid(uber_puid);
auto uber_result = g_shader_cache->GetPipelineWithCacheResult(uber_info);
return uber_result.first;
}
else
{
// Add to the UID cache if it is a new pipeline.
auto result = g_shader_cache->GetPipelineWithCacheResult(m_pipeline_state);
if (!result.second && !m_using_ubershaders && g_ActiveConfig.bShaderCache)
AppendToPipelineUIDCache(m_pipeline_state);
return result.first;
}
}
bool StateTracker::IsSSBODescriptorRequired() const
{
return m_bbox_enabled || (m_using_ubershaders && g_ActiveConfig.bBBoxEnable &&
g_ActiveConfig.BBoxUseFragmentShaderImplementation());
}
bool StateTracker::UpdatePipeline()
{
// We need at least a vertex and fragment shader
if (m_pipeline_state.vs == VK_NULL_HANDLE || m_pipeline_state.ps == VK_NULL_HANDLE)
return false;
// Grab a new pipeline object, this can fail.
m_pipeline_object = GetPipelineAndCacheUID();
m_dirty_flags |= DIRTY_FLAG_PIPELINE_BINDING;
return m_pipeline_object != VK_NULL_HANDLE;
}
void StateTracker::UpdatePipelineLayout()
{
const bool use_bbox_pipeline_layout = IsSSBODescriptorRequired();
VkPipelineLayout pipeline_layout =
use_bbox_pipeline_layout ? g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
if (m_pipeline_state.pipeline_layout == pipeline_layout)
return;
// Change the number of active descriptor sets, as well as the pipeline layout
m_pipeline_state.pipeline_layout = pipeline_layout;
if (use_bbox_pipeline_layout)
{
m_num_active_descriptor_sets = NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS;
// The bbox buffer never changes, so we defer descriptor updates until it is enabled.
if (m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE)
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
}
else
{
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
}
m_dirty_flags |= DIRTY_FLAG_PIPELINE | DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
void StateTracker::UpdatePipelineVertexFormat()
{
const NativeVertexFormat* vertex_format =
m_using_ubershaders ?
VertexLoaderManager::GetUberVertexFormat(m_vertex_format->GetVertexDeclaration()) :
m_vertex_format;
if (m_pipeline_state.vertex_format == vertex_format)
return;
m_pipeline_state.vertex_format = static_cast<const VertexFormat*>(vertex_format);
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
bool StateTracker::UpdateDescriptorSet()
{
const size_t MAX_DESCRIPTOR_WRITES = NUM_UBO_DESCRIPTOR_SET_BINDINGS + // UBO
@ -1051,6 +638,9 @@ bool StateTracker::UpdateDescriptorSet()
for (size_t i = 0; i < NUM_UBO_DESCRIPTOR_SET_BINDINGS; i++)
{
if (i == UBO_DESCRIPTOR_SET_BINDING_GS && !g_vulkan_context->SupportsGeometryShaders())
continue;
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
@ -1091,7 +681,7 @@ bool StateTracker::UpdateDescriptorSet()
m_dirty_flags |= DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
if (IsSSBODescriptorRequired() &&
if (g_vulkan_context->SupportsBoundingBox() &&
(m_dirty_flags & DIRTY_FLAG_PS_SSBO ||
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE))
{
@ -1119,6 +709,7 @@ bool StateTracker::UpdateDescriptorSet()
if (num_writes > 0)
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), num_writes, writes.data(), 0, nullptr);
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
return true;
}

View File

@ -9,19 +9,14 @@
#include <memory>
#include "Common/CommonTypes.h"
#include "Common/LinearDiskCache.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/ShaderCache.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
namespace Vulkan
{
class VKPipeline;
class StreamBuffer;
class VertexFormat;
@ -35,31 +30,18 @@ public:
static bool CreateInstance();
static void DestroyInstance();
const RasterizationState& GetRasterizationState() const
{
return m_pipeline_state.rasterization_state;
}
const DepthState& GetDepthStencilState() const { return m_pipeline_state.depth_state; }
const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
const std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS>& GetPSSamplerBindings() const
{
return m_bindings.ps_samplers;
}
VkFramebuffer GetFramebuffer() const { return m_framebuffer; }
const VKPipeline* GetPipeline() const { return m_pipeline; }
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
void SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass);
void SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area);
void SetVertexFormat(const VertexFormat* vertex_format);
void SetRasterizationState(const RasterizationState& state);
void SetMultisamplingstate(const MultisamplingState& state);
void SetDepthState(const DepthState& state);
void SetBlendState(const BlendingState& state);
bool CheckForShaderChanges();
void ClearShaders();
void SetPipeline(const VKPipeline* pipeline);
void UpdateVertexShaderConstants();
void UpdateGeometryShaderConstants();
@ -68,7 +50,6 @@ public:
void SetTexture(size_t index, VkImageView view);
void SetSampler(size_t index, VkSampler sampler);
void SetBBoxEnable(bool enable);
void SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range);
void UnbindTexture(VkImageView view);
@ -117,30 +98,11 @@ public:
bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
// Reloads the UID cache, ensuring all pipelines used by the game so far have been created.
void ReloadPipelineUIDCache();
// Clears shader pointers, ensuring that now-deleted modules are not used.
void InvalidateShaderPointers();
private:
// Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.
struct SerializedPipelineUID
{
u32 rasterizer_state_bits;
u32 depth_state_bits;
u32 blend_state_bits;
PortableVertexDeclaration vertex_decl;
VertexShaderUid vs_uid;
GeometryShaderUid gs_uid;
PixelShaderUid ps_uid;
};
// Number of descriptor sets for game draws.
enum
{
NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS + 1,
NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1
NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1
};
enum DITRY_FLAG : u32
@ -157,7 +119,6 @@ private:
DIRTY_FLAG_SCISSOR = (1 << 9),
DIRTY_FLAG_PIPELINE = (1 << 10),
DIRTY_FLAG_DESCRIPTOR_SET_BINDING = (1 << 11),
DIRTY_FLAG_PIPELINE_BINDING = (1 << 12),
DIRTY_FLAG_ALL_DESCRIPTOR_SETS = DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO |
DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
@ -165,28 +126,10 @@ private:
bool Initialize();
// Appends the specified pipeline info, combined with the UIDs stored in the class.
// The info is here so that we can store variations of a UID, e.g. blend state.
void AppendToPipelineUIDCache(const PipelineInfo& info);
// Precaches a pipeline based on the UID information.
bool PrecachePipelineUID(const SerializedPipelineUID& uid);
// Check that the specified viewport is within the render area.
// If not, ends the render pass if it is a clear render pass.
bool IsViewportWithinRenderArea() const;
// Obtains a Vulkan pipeline object for the specified pipeline configuration.
// Also adds this pipeline configuration to the UID cache if it is not present already.
VkPipeline GetPipelineAndCacheUID();
// Are bounding box ubershaders enabled? If so, we need to ensure the SSBO is set up,
// since the bbox writes are determined by a uniform.
bool IsSSBODescriptorRequired() const;
bool UpdatePipeline();
void UpdatePipelineLayout();
void UpdatePipelineVertexFormat();
bool UpdateDescriptorSet();
// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
@ -205,18 +148,8 @@ private:
VkDeviceSize m_index_buffer_offset = 0;
VkIndexType m_index_type = VK_INDEX_TYPE_UINT16;
// shader state
VertexShaderUid m_vs_uid = {};
GeometryShaderUid m_gs_uid = {};
PixelShaderUid m_ps_uid = {};
UberShader::VertexShaderUid m_uber_vs_uid = {};
UberShader::PixelShaderUid m_uber_ps_uid = {};
bool m_using_ubershaders = false;
// pipeline state
PipelineInfo m_pipeline_state = {};
VkPipeline m_pipeline_object = VK_NULL_HANDLE;
const VertexFormat* m_vertex_format = nullptr;
const VKPipeline* m_pipeline = nullptr;
// shader bindings
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};
@ -230,8 +163,8 @@ private:
VkDescriptorBufferInfo ps_ssbo = {};
} m_bindings;
u32 m_num_active_descriptor_sets = 0;
size_t m_uniform_buffer_reserve_size = 0;
u32 m_num_active_descriptor_sets = 0;
// rasterization
VkViewport m_viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
@ -246,18 +179,11 @@ private:
VkRenderPass m_current_render_pass = VK_NULL_HANDLE;
VkRect2D m_framebuffer_size = {};
VkRect2D m_framebuffer_render_area = {};
bool m_bbox_enabled = false;
// CPU access tracking
u32 m_draw_counter = 0;
std::vector<u32> m_cpu_accesses_this_frame;
std::vector<u32> m_scheduled_command_buffer_kicks;
bool m_allow_background_execution = true;
// Draw state cache on disk
// We don't actually use the value field here, instead we generate the shaders from the uid
// on-demand. If all goes well, it should hit the shader and Vulkan pipeline cache, therefore
// loading should be reasonably efficient.
LinearDiskCache<SerializedPipelineUID, u32> m_uid_cache;
};
}

View File

@ -592,16 +592,19 @@ void UtilityShaderDraw::BindDescriptors()
&dummy_uniform_buffer,
nullptr};
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
UBO_DESCRIPTOR_SET_BINDING_GS,
0,
1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
nullptr,
&dummy_uniform_buffer,
nullptr};
if (g_vulkan_context->SupportsGeometryShaders())
{
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
UBO_DESCRIPTOR_SET_BINDING_GS,
0,
1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
nullptr,
&dummy_uniform_buffer,
nullptr};
}
set_writes[num_set_writes++] = {
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, set, UBO_DESCRIPTOR_SET_BINDING_PS, 0, 1,

View File

@ -139,8 +139,6 @@ void VertexManager::vFlush()
u32 index_count = IndexGenerator::GetIndexLen();
// Update tracked state
StateTracker::GetInstance()->SetVertexFormat(vertex_format);
StateTracker::GetInstance()->CheckForShaderChanges();
StateTracker::GetInstance()->UpdateVertexShaderConstants();
StateTracker::GetInstance()->UpdateGeometryShaderConstants();
StateTracker::GetInstance()->UpdatePixelShaderConstants();
@ -165,12 +163,10 @@ void VertexManager::vFlush()
bounding_box->Flush();
bounding_box->Invalidate();
}
// Update which descriptor set/pipeline layout to use.
StateTracker::GetInstance()->SetBBoxEnable(bounding_box_enabled);
}
// Bind all pending state to the command buffer
g_renderer->SetPipeline(m_current_pipeline_object);
if (!StateTracker::GetInstance()->Bind())
{
WARN_LOG(VIDEO, "Skipped draw of %u indices", index_count);

View File

@ -223,6 +223,7 @@ bool VideoBackend::Initialize(void* window_handle)
g_renderer = std::make_unique<Renderer>(std::move(swap_chain));
g_vertex_manager = std::make_unique<VertexManager>();
g_texture_cache = std::make_unique<TextureCache>();
::g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_perf_query = std::make_unique<PerfQuery>();
// Invoke init methods on main wrapper classes.
@ -230,21 +231,14 @@ bool VideoBackend::Initialize(void* window_handle)
// for the remaining classes may call methods on these.
if (!StateTracker::CreateInstance() || !FramebufferManager::GetInstance()->Initialize() ||
!Renderer::GetInstance()->Initialize() || !VertexManager::GetInstance()->Initialize() ||
!TextureCache::GetInstance()->Initialize() || !PerfQuery::GetInstance()->Initialize())
!TextureCache::GetInstance()->Initialize() || !PerfQuery::GetInstance()->Initialize() ||
!::g_shader_cache->Initialize())
{
PanicAlert("Failed to initialize Vulkan classes.");
Shutdown();
return false;
}
// Ensure all pipelines previously used by the game have been created.
StateTracker::GetInstance()->ReloadPipelineUIDCache();
// Lastly, precompile ubershaders, if requested.
// This has to be done after the texture cache and shader cache are initialized.
if (g_ActiveConfig.CanPrecompileUberShaders())
g_shader_cache->PrecompileUberShaders();
// Display the name so the user knows which device was actually created.
INFO_LOG(VIDEO, "Vulkan Device: %s", g_vulkan_context->GetDeviceProperties().deviceName);
return true;
@ -252,13 +246,17 @@ bool VideoBackend::Initialize(void* window_handle)
void VideoBackend::Shutdown()
{
if (g_renderer)
g_renderer->Shutdown();
if (g_command_buffer_mgr)
g_command_buffer_mgr->WaitForGPUIdle();
if (::g_shader_cache)
::g_shader_cache->Shutdown();
if (g_renderer)
g_renderer->Shutdown();
g_perf_query.reset();
::g_shader_cache.reset();
g_texture_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();