// Copyright 2015 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Common/LinearDiskCache.h" #include "Core/ConfigManager.h" #include "VideoBackends/D3D12/D3DCommandListManager.h" #include "VideoBackends/D3D12/D3DShader.h" #include "VideoBackends/D3D12/ShaderCache.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/Statistics.h" namespace DX12 { // Primitive topology type is always triangle, unless the GS stage is used. This is consumed // by the PSO created in Renderer::ApplyState. static D3D12_PRIMITIVE_TOPOLOGY_TYPE s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; using GsBytecodeCache = std::map; using PsBytecodeCache = std::map; using VsBytecodeCache = std::map; GsBytecodeCache s_gs_bytecode_cache; PsBytecodeCache s_ps_bytecode_cache; VsBytecodeCache s_vs_bytecode_cache; // Used to keep track of blobs to release at Shutdown time. static std::vector s_shader_blob_list; // Only used for shader debugging.. using GsHlslCache = std::map; using PsHlslCache = std::map; using VsHlslCache = std::map; static GsHlslCache s_gs_hlsl_cache; static PsHlslCache s_ps_hlsl_cache; static VsHlslCache s_vs_hlsl_cache; static LinearDiskCache s_gs_disk_cache; static LinearDiskCache s_ps_disk_cache; static LinearDiskCache s_vs_disk_cache; static D3D12_SHADER_BYTECODE s_last_geometry_shader_bytecode; static D3D12_SHADER_BYTECODE s_last_pixel_shader_bytecode; static D3D12_SHADER_BYTECODE s_last_vertex_shader_bytecode; static GeometryShaderUid s_last_geometry_shader_uid; static PixelShaderUid s_last_pixel_shader_uid; static VertexShaderUid s_last_vertex_shader_uid; template class ShaderCacheInserter final : public LinearDiskCacheReader { public: void Read(const UidType& key, const u8* value, u32 value_size) { ID3DBlob* blob = nullptr; CheckHR(d3d_create_blob(value_size, &blob)); memcpy(blob->GetBufferPointer(), value, value_size); ShaderCache::InsertByteCode(key, cache, blob); } }; void ShaderCache::Init() { // This class intentionally shares its shader cache files with DX11, as the shaders are (right // now) identical. // Reduces unnecessary compilation when switching between APIs. s_last_geometry_shader_bytecode = {}; s_last_pixel_shader_bytecode = {}; s_last_vertex_shader_bytecode = {}; s_last_geometry_shader_uid = {}; s_last_pixel_shader_uid = {}; s_last_vertex_shader_uid = {}; // Ensure shader cache directory exists.. std::string shader_cache_path = File::GetUserPath(D_SHADERCACHE_IDX); if (!File::Exists(shader_cache_path)) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX)); std::string title_unique_id = SConfig::GetInstance().m_strUniqueID.c_str(); std::string gs_cache_filename = StringFromFormat("%sdx11-%s-gs.cache", shader_cache_path.c_str(), title_unique_id.c_str()); std::string ps_cache_filename = StringFromFormat("%sdx11-%s-ps.cache", shader_cache_path.c_str(), title_unique_id.c_str()); std::string vs_cache_filename = StringFromFormat("%sdx11-%s-vs.cache", shader_cache_path.c_str(), title_unique_id.c_str()); ShaderCacheInserter gs_inserter; s_gs_disk_cache.OpenAndRead(gs_cache_filename, gs_inserter); ShaderCacheInserter ps_inserter; s_ps_disk_cache.OpenAndRead(ps_cache_filename, ps_inserter); ShaderCacheInserter vs_inserter; s_vs_disk_cache.OpenAndRead(vs_cache_filename, vs_inserter); // Clear out cache when debugging shaders to ensure stale ones don't stick around.. if (g_Config.bEnableShaderDebugging) Clear(); SETSTAT(stats.numPixelShadersAlive, static_cast(s_ps_bytecode_cache.size())); SETSTAT(stats.numPixelShadersCreated, static_cast(s_ps_bytecode_cache.size())); SETSTAT(stats.numVertexShadersAlive, static_cast(s_vs_bytecode_cache.size())); SETSTAT(stats.numVertexShadersCreated, static_cast(s_vs_bytecode_cache.size())); } void ShaderCache::Clear() { for (auto& iter : s_shader_blob_list) SAFE_RELEASE(iter); s_shader_blob_list.clear(); s_gs_bytecode_cache.clear(); s_ps_bytecode_cache.clear(); s_vs_bytecode_cache.clear(); s_last_geometry_shader_bytecode = {}; s_last_geometry_shader_uid = {}; s_last_pixel_shader_bytecode = {}; s_last_pixel_shader_uid = {}; s_last_vertex_shader_bytecode = {}; s_last_vertex_shader_uid = {}; } void ShaderCache::Shutdown() { Clear(); s_gs_disk_cache.Sync(); s_gs_disk_cache.Close(); s_ps_disk_cache.Sync(); s_ps_disk_cache.Close(); s_vs_disk_cache.Sync(); s_vs_disk_cache.Close(); if (g_Config.bEnableShaderDebugging) { s_gs_hlsl_cache.clear(); s_ps_hlsl_cache.clear(); s_vs_hlsl_cache.clear(); } } void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type) { SetCurrentPrimitiveTopology(gs_primitive_type); GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type); PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode); VertexShaderUid vs_uid = GetVertexShaderUid(); bool gs_changed = gs_uid != s_last_geometry_shader_uid; bool ps_changed = ps_uid != s_last_pixel_shader_uid; bool vs_changed = vs_uid != s_last_vertex_shader_uid; if (!gs_changed && !ps_changed && !vs_changed) { return; } if (gs_changed) { HandleGSUIDChange(gs_uid, gs_primitive_type); } if (ps_changed) { HandlePSUIDChange(ps_uid, ps_dst_alpha_mode); } if (vs_changed) { HandleVSUIDChange(vs_uid); } // A Uid has changed, so the PSO will need to be reset at next ApplyState. D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true); } void ShaderCache::SetCurrentPrimitiveTopology(u32 gs_primitive_type) { switch (gs_primitive_type) { case PRIMITIVE_TRIANGLES: s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; break; case PRIMITIVE_LINES: s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE; break; case PRIMITIVE_POINTS: s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; break; default: CHECK(0, "Invalid primitive type."); break; } } void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type) { s_last_geometry_shader_uid = gs_uid; if (gs_uid.GetUidData()->IsPassthrough()) { s_last_geometry_shader_bytecode = {}; return; } auto gs_iterator = s_gs_bytecode_cache.find(gs_uid); if (gs_iterator != s_gs_bytecode_cache.end()) { s_last_geometry_shader_bytecode = gs_iterator->second; } else { ShaderCode gs_code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData()); ID3DBlob* gs_bytecode = nullptr; if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return; } s_last_geometry_shader_bytecode = InsertByteCode(gs_uid, &s_gs_bytecode_cache, gs_bytecode); s_gs_disk_cache.Append(gs_uid, reinterpret_cast(gs_bytecode->GetBufferPointer()), static_cast(gs_bytecode->GetBufferSize())); if (g_ActiveConfig.bEnableShaderDebugging) { s_gs_hlsl_cache[gs_uid] = gs_code.GetBuffer(); } } } void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_alpha_mode) { s_last_pixel_shader_uid = ps_uid; auto ps_iterator = s_ps_bytecode_cache.find(ps_uid); if (ps_iterator != s_ps_bytecode_cache.end()) { s_last_pixel_shader_bytecode = ps_iterator->second; GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); } else { ShaderCode ps_code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D, ps_uid.GetUidData()); ID3DBlob* ps_bytecode = nullptr; if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return; } s_last_pixel_shader_bytecode = InsertByteCode(ps_uid, &s_ps_bytecode_cache, ps_bytecode); s_ps_disk_cache.Append(ps_uid, reinterpret_cast(ps_bytecode->GetBufferPointer()), static_cast(ps_bytecode->GetBufferSize())); SETSTAT(stats.numPixelShadersAlive, static_cast(s_ps_bytecode_cache.size())); INCSTAT(stats.numPixelShadersCreated); if (g_ActiveConfig.bEnableShaderDebugging) { s_ps_hlsl_cache[ps_uid] = ps_code.GetBuffer(); } } } void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid) { s_last_vertex_shader_uid = vs_uid; auto vs_iterator = s_vs_bytecode_cache.find(vs_uid); if (vs_iterator != s_vs_bytecode_cache.end()) { s_last_vertex_shader_bytecode = vs_iterator->second; GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); } else { ShaderCode vs_code = GenerateVertexShaderCode(API_D3D, vs_uid.GetUidData()); ID3DBlob* vs_bytecode = nullptr; if (!D3D::CompileVertexShader(vs_code.GetBuffer(), &vs_bytecode)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return; } s_last_vertex_shader_bytecode = InsertByteCode(vs_uid, &s_vs_bytecode_cache, vs_bytecode); s_vs_disk_cache.Append(vs_uid, reinterpret_cast(vs_bytecode->GetBufferPointer()), static_cast(vs_bytecode->GetBufferSize())); SETSTAT(stats.numVertexShadersAlive, static_cast(s_vs_bytecode_cache.size())); INCSTAT(stats.numVertexShadersCreated); if (g_ActiveConfig.bEnableShaderDebugging) { s_vs_hlsl_cache[vs_uid] = vs_code.GetBuffer(); } } } template D3D12_SHADER_BYTECODE ShaderCache::InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache, ID3DBlob* bytecode_blob) { // Note: Don't release the incoming bytecode, we need it to stick around, since in D3D12 // the raw bytecode itself is bound. It is released at Shutdown() time. s_shader_blob_list.push_back(bytecode_blob); D3D12_SHADER_BYTECODE shader_bytecode; shader_bytecode.pShaderBytecode = bytecode_blob->GetBufferPointer(); shader_bytecode.BytecodeLength = bytecode_blob->GetBufferSize(); (*shader_cache)[uid] = shader_bytecode; return shader_bytecode; } D3D12_PRIMITIVE_TOPOLOGY_TYPE ShaderCache::GetCurrentPrimitiveTopology() { return s_current_primitive_topology; } D3D12_SHADER_BYTECODE ShaderCache::GetActiveGeometryShaderBytecode() { return s_last_geometry_shader_bytecode; } D3D12_SHADER_BYTECODE ShaderCache::GetActivePixelShaderBytecode() { return s_last_pixel_shader_bytecode; } D3D12_SHADER_BYTECODE ShaderCache::GetActiveVertexShaderBytecode() { return s_last_vertex_shader_bytecode; } const GeometryShaderUid* ShaderCache::GetActiveGeometryShaderUid() { return &s_last_geometry_shader_uid; } const PixelShaderUid* ShaderCache::GetActivePixelShaderUid() { return &s_last_pixel_shader_uid; } const VertexShaderUid* ShaderCache::GetActiveVertexShaderUid() { return &s_last_vertex_shader_uid; } D3D12_SHADER_BYTECODE ShaderCache::GetGeometryShaderFromUid(const GeometryShaderUid* uid) { auto bytecode = s_gs_bytecode_cache.find(*uid); if (bytecode != s_gs_bytecode_cache.end()) return bytecode->second; return D3D12_SHADER_BYTECODE(); } D3D12_SHADER_BYTECODE ShaderCache::GetPixelShaderFromUid(const PixelShaderUid* uid) { auto bytecode = s_ps_bytecode_cache.find(*uid); if (bytecode != s_ps_bytecode_cache.end()) return bytecode->second; return D3D12_SHADER_BYTECODE(); } D3D12_SHADER_BYTECODE ShaderCache::GetVertexShaderFromUid(const VertexShaderUid* uid) { auto bytecode = s_vs_bytecode_cache.find(*uid); if (bytecode != s_vs_bytecode_cache.end()) return bytecode->second; return D3D12_SHADER_BYTECODE(); } }