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21967b1f6e
Makes it easier to disable the cache while working on the shaders.
361 lines
11 KiB
C++
361 lines
11 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/LinearDiskCache.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DShader.h"
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#include "VideoBackends/D3D12/ShaderCache.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoCommon.h"
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namespace DX12
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{
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// Primitive topology type is always triangle, unless the GS stage is used. This is consumed
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// by the PSO created in Renderer::ApplyState.
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static D3D12_PRIMITIVE_TOPOLOGY_TYPE s_current_primitive_topology =
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D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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using GsBytecodeCache = std::map<GeometryShaderUid, D3D12_SHADER_BYTECODE>;
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using PsBytecodeCache = std::map<PixelShaderUid, D3D12_SHADER_BYTECODE>;
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using VsBytecodeCache = std::map<VertexShaderUid, D3D12_SHADER_BYTECODE>;
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GsBytecodeCache s_gs_bytecode_cache;
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PsBytecodeCache s_ps_bytecode_cache;
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VsBytecodeCache s_vs_bytecode_cache;
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// Used to keep track of blobs to release at Shutdown time.
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static std::vector<ID3DBlob*> s_shader_blob_list;
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static LinearDiskCache<GeometryShaderUid, u8> s_gs_disk_cache;
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static LinearDiskCache<PixelShaderUid, u8> s_ps_disk_cache;
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static LinearDiskCache<VertexShaderUid, u8> s_vs_disk_cache;
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static D3D12_SHADER_BYTECODE s_last_geometry_shader_bytecode;
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static D3D12_SHADER_BYTECODE s_last_pixel_shader_bytecode;
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static D3D12_SHADER_BYTECODE s_last_vertex_shader_bytecode;
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static GeometryShaderUid s_last_geometry_shader_uid;
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static PixelShaderUid s_last_pixel_shader_uid;
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static VertexShaderUid s_last_vertex_shader_uid;
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template <class UidType, class ShaderCacheType, ShaderCacheType* cache>
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class ShaderCacheInserter final : public LinearDiskCacheReader<UidType, u8>
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{
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public:
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void Read(const UidType& key, const u8* value, u32 value_size)
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{
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ID3DBlob* blob = nullptr;
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CheckHR(d3d_create_blob(value_size, &blob));
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memcpy(blob->GetBufferPointer(), value, value_size);
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ShaderCache::InsertByteCode<UidType, ShaderCacheType>(key, cache, blob);
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}
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};
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void ShaderCache::Init()
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{
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// This class intentionally shares its shader cache files with DX11, as the shaders are (right
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// now) identical.
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// Reduces unnecessary compilation when switching between APIs.
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s_last_geometry_shader_bytecode = {};
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s_last_pixel_shader_bytecode = {};
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s_last_vertex_shader_bytecode = {};
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s_last_geometry_shader_uid = {};
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s_last_pixel_shader_uid = {};
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s_last_vertex_shader_uid = {};
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if (g_ActiveConfig.bShaderCache)
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{
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// Ensure shader cache directory exists..
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std::string shader_cache_path = File::GetUserPath(D_SHADERCACHE_IDX);
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if (!File::Exists(shader_cache_path))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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std::string title_game_id = SConfig::GetInstance().m_strGameID.c_str();
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std::string gs_cache_filename =
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StringFromFormat("%sdx11-%s-gs.cache", shader_cache_path.c_str(), title_game_id.c_str());
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std::string ps_cache_filename =
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StringFromFormat("%sdx11-%s-ps.cache", shader_cache_path.c_str(), title_game_id.c_str());
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std::string vs_cache_filename =
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StringFromFormat("%sdx11-%s-vs.cache", shader_cache_path.c_str(), title_game_id.c_str());
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ShaderCacheInserter<GeometryShaderUid, GsBytecodeCache, &s_gs_bytecode_cache> gs_inserter;
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s_gs_disk_cache.OpenAndRead(gs_cache_filename, gs_inserter);
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ShaderCacheInserter<PixelShaderUid, PsBytecodeCache, &s_ps_bytecode_cache> ps_inserter;
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s_ps_disk_cache.OpenAndRead(ps_cache_filename, ps_inserter);
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ShaderCacheInserter<VertexShaderUid, VsBytecodeCache, &s_vs_bytecode_cache> vs_inserter;
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s_vs_disk_cache.OpenAndRead(vs_cache_filename, vs_inserter);
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}
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SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
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SETSTAT(stats.numPixelShadersCreated, static_cast<int>(s_ps_bytecode_cache.size()));
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SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
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SETSTAT(stats.numVertexShadersCreated, static_cast<int>(s_vs_bytecode_cache.size()));
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}
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void ShaderCache::Clear()
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{
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for (auto& iter : s_shader_blob_list)
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SAFE_RELEASE(iter);
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s_shader_blob_list.clear();
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s_gs_bytecode_cache.clear();
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s_ps_bytecode_cache.clear();
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s_vs_bytecode_cache.clear();
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s_last_geometry_shader_bytecode = {};
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s_last_geometry_shader_uid = {};
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s_last_pixel_shader_bytecode = {};
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s_last_pixel_shader_uid = {};
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s_last_vertex_shader_bytecode = {};
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s_last_vertex_shader_uid = {};
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}
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void ShaderCache::Shutdown()
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{
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Clear();
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s_gs_disk_cache.Sync();
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s_gs_disk_cache.Close();
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s_ps_disk_cache.Sync();
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s_ps_disk_cache.Close();
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s_vs_disk_cache.Sync();
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s_vs_disk_cache.Close();
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}
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void ShaderCache::LoadAndSetActiveShaders(u32 gs_primitive_type)
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{
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SetCurrentPrimitiveTopology(gs_primitive_type);
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GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
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PixelShaderUid ps_uid = GetPixelShaderUid();
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VertexShaderUid vs_uid = GetVertexShaderUid();
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bool gs_changed = gs_uid != s_last_geometry_shader_uid;
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bool ps_changed = ps_uid != s_last_pixel_shader_uid;
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bool vs_changed = vs_uid != s_last_vertex_shader_uid;
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if (!gs_changed && !ps_changed && !vs_changed)
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{
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return;
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}
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if (gs_changed)
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{
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HandleGSUIDChange(gs_uid, gs_primitive_type);
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}
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if (ps_changed)
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{
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HandlePSUIDChange(ps_uid);
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}
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if (vs_changed)
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{
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HandleVSUIDChange(vs_uid);
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}
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// A Uid has changed, so the PSO will need to be reset at next ApplyState.
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D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
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}
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void ShaderCache::SetCurrentPrimitiveTopology(u32 gs_primitive_type)
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{
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switch (gs_primitive_type)
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{
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case PRIMITIVE_TRIANGLES:
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s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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break;
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case PRIMITIVE_LINES:
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s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
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break;
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case PRIMITIVE_POINTS:
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s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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break;
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default:
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CHECK(0, "Invalid primitive type.");
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break;
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}
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}
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void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type)
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{
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s_last_geometry_shader_uid = gs_uid;
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if (gs_uid.GetUidData()->IsPassthrough())
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{
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s_last_geometry_shader_bytecode = {};
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return;
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}
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auto gs_iterator = s_gs_bytecode_cache.find(gs_uid);
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if (gs_iterator != s_gs_bytecode_cache.end())
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{
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s_last_geometry_shader_bytecode = gs_iterator->second;
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}
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else
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{
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ShaderCode gs_code = GenerateGeometryShaderCode(APIType::D3D, gs_uid.GetUidData());
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ID3DBlob* gs_bytecode = nullptr;
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if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return;
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}
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s_last_geometry_shader_bytecode = InsertByteCode(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
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s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()),
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static_cast<u32>(gs_bytecode->GetBufferSize()));
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}
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}
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void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid)
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{
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s_last_pixel_shader_uid = ps_uid;
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auto ps_iterator = s_ps_bytecode_cache.find(ps_uid);
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if (ps_iterator != s_ps_bytecode_cache.end())
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{
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s_last_pixel_shader_bytecode = ps_iterator->second;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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}
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else
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{
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ShaderCode ps_code = GeneratePixelShaderCode(APIType::D3D, ps_uid.GetUidData());
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ID3DBlob* ps_bytecode = nullptr;
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if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return;
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}
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s_last_pixel_shader_bytecode = InsertByteCode(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
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s_ps_disk_cache.Append(ps_uid, reinterpret_cast<u8*>(ps_bytecode->GetBufferPointer()),
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static_cast<u32>(ps_bytecode->GetBufferSize()));
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SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
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INCSTAT(stats.numPixelShadersCreated);
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}
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}
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void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
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{
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s_last_vertex_shader_uid = vs_uid;
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auto vs_iterator = s_vs_bytecode_cache.find(vs_uid);
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if (vs_iterator != s_vs_bytecode_cache.end())
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{
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s_last_vertex_shader_bytecode = vs_iterator->second;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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}
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else
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{
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ShaderCode vs_code = GenerateVertexShaderCode(APIType::D3D, vs_uid.GetUidData());
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ID3DBlob* vs_bytecode = nullptr;
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if (!D3D::CompileVertexShader(vs_code.GetBuffer(), &vs_bytecode))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return;
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}
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s_last_vertex_shader_bytecode = InsertByteCode(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
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s_vs_disk_cache.Append(vs_uid, reinterpret_cast<u8*>(vs_bytecode->GetBufferPointer()),
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static_cast<u32>(vs_bytecode->GetBufferSize()));
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SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
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INCSTAT(stats.numVertexShadersCreated);
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}
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}
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template <class UidType, class ShaderCacheType>
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D3D12_SHADER_BYTECODE ShaderCache::InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache,
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ID3DBlob* bytecode_blob)
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{
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// Note: Don't release the incoming bytecode, we need it to stick around, since in D3D12
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// the raw bytecode itself is bound. It is released at Shutdown() time.
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s_shader_blob_list.push_back(bytecode_blob);
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D3D12_SHADER_BYTECODE shader_bytecode;
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shader_bytecode.pShaderBytecode = bytecode_blob->GetBufferPointer();
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shader_bytecode.BytecodeLength = bytecode_blob->GetBufferSize();
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(*shader_cache)[uid] = shader_bytecode;
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return shader_bytecode;
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}
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D3D12_PRIMITIVE_TOPOLOGY_TYPE ShaderCache::GetCurrentPrimitiveTopology()
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{
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return s_current_primitive_topology;
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}
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D3D12_SHADER_BYTECODE ShaderCache::GetActiveGeometryShaderBytecode()
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{
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return s_last_geometry_shader_bytecode;
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}
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D3D12_SHADER_BYTECODE ShaderCache::GetActivePixelShaderBytecode()
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{
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return s_last_pixel_shader_bytecode;
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}
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D3D12_SHADER_BYTECODE ShaderCache::GetActiveVertexShaderBytecode()
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{
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return s_last_vertex_shader_bytecode;
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}
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const GeometryShaderUid* ShaderCache::GetActiveGeometryShaderUid()
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{
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return &s_last_geometry_shader_uid;
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}
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const PixelShaderUid* ShaderCache::GetActivePixelShaderUid()
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{
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return &s_last_pixel_shader_uid;
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}
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const VertexShaderUid* ShaderCache::GetActiveVertexShaderUid()
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{
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return &s_last_vertex_shader_uid;
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}
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D3D12_SHADER_BYTECODE ShaderCache::GetGeometryShaderFromUid(const GeometryShaderUid* uid)
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{
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auto bytecode = s_gs_bytecode_cache.find(*uid);
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if (bytecode != s_gs_bytecode_cache.end())
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return bytecode->second;
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return D3D12_SHADER_BYTECODE();
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}
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D3D12_SHADER_BYTECODE ShaderCache::GetPixelShaderFromUid(const PixelShaderUid* uid)
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{
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auto bytecode = s_ps_bytecode_cache.find(*uid);
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if (bytecode != s_ps_bytecode_cache.end())
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return bytecode->second;
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return D3D12_SHADER_BYTECODE();
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}
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D3D12_SHADER_BYTECODE ShaderCache::GetVertexShaderFromUid(const VertexShaderUid* uid)
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{
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auto bytecode = s_vs_bytecode_cache.find(*uid);
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if (bytecode != s_vs_bytecode_cache.end())
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return bytecode->second;
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return D3D12_SHADER_BYTECODE();
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}
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}
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