dolphin/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
Jules Blok 21967b1f6e VideoBackends: Add a developer option to disable the shader cache.
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00

676 lines
21 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include <memory>
#include <string>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/StreamBuffer.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoCommon.h"
namespace OGL
{
static const u32 UBO_LENGTH = 32 * 1024 * 1024;
u32 ProgramShaderCache::s_ubo_buffer_size;
s32 ProgramShaderCache::s_ubo_align;
static std::unique_ptr<StreamBuffer> s_buffer;
static int num_failures = 0;
static LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
static std::string s_glsl_header = "";
static std::string GetGLSLVersionString()
{
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
switch (v)
{
case GLSLES_300:
return "#version 300 es";
case GLSLES_310:
return "#version 310 es";
case GLSLES_320:
return "#version 320 es";
case GLSL_130:
return "#version 130";
case GLSL_140:
return "#version 140";
case GLSL_150:
return "#version 150";
case GLSL_330:
return "#version 330";
case GLSL_400:
return "#version 400";
default:
// Shouldn't ever hit this
return "#version ERROR";
}
}
void SHADER::SetProgramVariables()
{
// Bind UBO and texture samplers
if (!g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
// glsl shader must be bind to set samplers if we don't support binding layout
Bind();
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
if (PSBlock_id != -1)
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if (VSBlock_id != -1)
glUniformBlockBinding(glprogid, VSBlock_id, 2);
if (GSBlock_id != -1)
glUniformBlockBinding(glprogid, GSBlock_id, 3);
// Bind Texture Samplers
for (int a = 0; a <= 9; ++a)
{
std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(glprogid, name.c_str());
if (loc != -1)
glUniform1i(loc, a);
}
}
}
void SHADER::SetProgramBindings()
{
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
// So we need to set a few more things here.
// Bind our out locations
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
// Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
for (int i = 0; i < 8; i++)
{
std::string attrib_name = StringFromFormat("tex%d", i);
glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
}
}
void SHADER::Bind()
{
if (CurrentProgram != glprogid)
{
INCSTAT(stats.thisFrame.numShaderChanges);
glUseProgram(glprogid);
CurrentProgram = glprogid;
}
}
void ProgramShaderCache::UploadConstants()
{
if (PixelShaderManager::dirty || VertexShaderManager::dirty || GeometryShaderManager::dirty)
{
auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
memcpy(buffer.first, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align),
&VertexShaderManager::constants, sizeof(VertexShaderConstants));
memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align),
&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
s_buffer->Unmap(s_ubo_buffer_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
sizeof(PixelShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer,
buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align),
sizeof(VertexShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 3, s_buffer->m_buffer,
buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align),
sizeof(GeometryShaderConstants));
PixelShaderManager::dirty = false;
VertexShaderManager::dirty = false;
GeometryShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
}
}
SHADER* ProgramShaderCache::SetShader(u32 primitive_type)
{
SHADERUID uid;
GetShaderId(&uid, primitive_type);
// Check if the shader is already set
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
last_entry->shader.Bind();
return &last_entry->shader;
}
}
last_uid = uid;
// Check if shader is already in cache
PCache::iterator iter = pshaders.find(uid);
if (iter != pshaders.end())
{
PCacheEntry* entry = &iter->second;
last_entry = entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
last_entry->shader.Bind();
return &last_entry->shader;
}
// Make an entry in the table
PCacheEntry& newentry = pshaders[uid];
last_entry = &newentry;
newentry.in_cache = 0;
ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())
gcode = GenerateGeometryShaderCode(APIType::OpenGL, uid.guid.GetUidData());
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
static int counter = 0;
std::string filename =
StringFromFormat("%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, vcode.GetBuffer());
filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, pcode.GetBuffer());
if (!gcode.GetBuffer().empty())
{
filename =
StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, gcode.GetBuffer());
}
}
#endif
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return nullptr;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
last_entry->shader.Bind();
return &last_entry->shader;
}
bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode,
const std::string& pcode, const std::string& gcode)
{
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
// Optional geometry shader
GLuint gsid = 0;
if (!gcode.empty())
gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode);
if (!vsid || !psid || (!gcode.empty() && !gsid))
{
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
return false;
}
GLuint pid = shader.glprogid = glCreateProgram();
glAttachShader(pid, vsid);
glAttachShader(pid, psid);
if (gsid)
glAttachShader(pid, gsid);
if (g_ogl_config.bSupportsGLSLCache)
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
shader.SetProgramBindings();
glLinkProgram(pid);
// original shaders aren't needed any more
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
GLint linkStatus;
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
GLsizei length = 0;
glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
std::string filename =
StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (!gcode.empty())
file << s_glsl_header << gcode;
file << infoLog;
file.close();
if (linkStatus != GL_TRUE)
{
PanicAlert("Failed to link shaders: %s\n"
"Debug info (%s, %s, %s):\n%s",
filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
g_ogl_config.gl_version, infoLog);
}
delete[] infoLog;
}
if (linkStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Program linking failed; see info log");
// Don't try to use this shader
glDeleteProgram(pid);
return false;
}
shader.SetProgramVariables();
return true;
}
GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const std::string& code)
{
GLuint result = glCreateShader(type);
const char* src[] = {s_glsl_header.c_str(), code.c_str()};
glShaderSource(result, 2, src, nullptr);
glCompileShader(result);
GLint compileStatus;
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "%s Shader info log:\n%s",
type == GL_VERTEX_SHADER ? "VS" : type == GL_FRAGMENT_SHADER ? "PS" : "GS", infoLog);
std::string filename = StringFromFormat(
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
type == GL_VERTEX_SHADER ? "vs" : type == GL_FRAGMENT_SHADER ? "ps" : "gs", num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << code << infoLog;
file.close();
if (compileStatus != GL_TRUE)
{
PanicAlert("Failed to compile %s shader: %s\n"
"Debug info (%s, %s, %s):\n%s",
type == GL_VERTEX_SHADER ? "vertex" : type == GL_FRAGMENT_SHADER ? "pixel" :
"geometry",
filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
g_ogl_config.gl_version, infoLog);
}
delete[] infoLog;
}
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
// Don't try to use this shader
glDeleteShader(result);
return 0;
}
return result;
}
void ProgramShaderCache::GetShaderId(SHADERUID* uid, u32 primitive_type)
{
uid->puid = GetPixelShaderUid();
uid->vuid = GetVertexShaderUid();
uid->guid = GetGeometryShaderUid(primitive_type);
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram()
{
return *last_entry;
}
void ProgramShaderCache::Init()
{
// We have to get the UBO alignment here because
// if we generate a buffer that isn't aligned
// then the UBO will fail.
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
s_ubo_buffer_size =
static_cast<u32>(Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align) +
Common::AlignUp(sizeof(GeometryShaderConstants), s_ubo_align));
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
// Read our shader cache, only if supported and enabled
if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache)
{
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
if (!Supported)
{
ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So "
"disable shader cache.");
g_ogl_config.bSupportsGLSLCache = false;
}
else
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string cache_filename =
StringFromFormat("%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_strGameID.c_str());
ProgramShaderCacheInserter inserter;
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
}
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
}
CreateHeader();
CurrentProgram = 0;
last_entry = nullptr;
}
void ProgramShaderCache::Shutdown()
{
// store all shaders in cache on disk
if (g_ogl_config.bSupportsGLSLCache)
{
for (auto& entry : pshaders)
{
// Clear any prior error code
glGetError();
if (entry.second.in_cache)
{
continue;
}
GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0;
glGetProgramiv(entry.second.shader.glprogid, GL_LINK_STATUS, &link_status);
glGetProgramiv(entry.second.shader.glprogid, GL_DELETE_STATUS, &delete_status);
glGetProgramiv(entry.second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE ||
!binary_size)
{
continue;
}
std::vector<u8> data(binary_size + sizeof(GLenum));
u8* binary = &data[sizeof(GLenum)];
GLenum* prog_format = (GLenum*)&data[0];
glGetProgramBinary(entry.second.shader.glprogid, binary_size, nullptr, prog_format, binary);
if (glGetError() != GL_NO_ERROR)
{
continue;
}
g_program_disk_cache.Append(entry.first, &data[0], binary_size + sizeof(GLenum));
}
g_program_disk_cache.Sync();
g_program_disk_cache.Close();
}
glUseProgram(0);
for (auto& entry : pshaders)
{
entry.second.Destroy();
}
pshaders.clear();
s_buffer.reset();
}
void ProgramShaderCache::CreateHeader()
{
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
bool is_glsles = v >= GLSLES_300;
std::string SupportedESPointSize;
std::string SupportedESTextureBuffer;
switch (g_ogl_config.SupportedESPointSize)
{
case 1:
SupportedESPointSize = "#extension GL_OES_geometry_point_size : enable";
break;
case 2:
SupportedESPointSize = "#extension GL_EXT_geometry_point_size : enable";
break;
default:
SupportedESPointSize = "";
break;
}
switch (g_ogl_config.SupportedESTextureBuffer)
{
case ES_TEXBUF_TYPE::TEXBUF_EXT:
SupportedESTextureBuffer = "#extension GL_EXT_texture_buffer : enable";
break;
case ES_TEXBUF_TYPE::TEXBUF_OES:
SupportedESTextureBuffer = "#extension GL_OES_texture_buffer : enable";
break;
case ES_TEXBUF_TYPE::TEXBUF_CORE:
case ES_TEXBUF_TYPE::TEXBUF_NONE:
SupportedESTextureBuffer = "";
break;
}
std::string earlyz_string = "";
if (g_ActiveConfig.backend_info.bSupportsEarlyZ)
{
if (g_ogl_config.bSupportsEarlyFragmentTests)
{
earlyz_string = "#define FORCE_EARLY_Z layout(early_fragment_tests) in\n";
if (!is_glsles) // GLES supports this by default
earlyz_string += "#extension GL_ARB_shader_image_load_store : enable\n";
}
else if (g_ogl_config.bSupportsConservativeDepth)
{
// See PixelShaderGen for details about this fallback.
earlyz_string = "#define FORCE_EARLY_Z layout(depth_unchanged) out float gl_FragDepth\n";
earlyz_string += "#extension GL_ARB_conservative_depth : enable\n";
}
}
s_glsl_header = StringFromFormat(
"%s\n"
"%s\n" // ubo
"%s\n" // early-z
"%s\n" // 420pack
"%s\n" // msaa
"%s\n" // Input/output/sampler binding
"%s\n" // Varying location
"%s\n" // storage buffer
"%s\n" // shader5
"%s\n" // SSAA
"%s\n" // Geometry point size
"%s\n" // AEP
"%s\n" // texture buffer
"%s\n" // ES texture buffer
"%s\n" // ES dual source blend
// Precision defines for GLSL ES
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"%s\n"
// Silly differences
"#define float2 vec2\n"
"#define float3 vec3\n"
"#define float4 vec4\n"
"#define uint2 uvec2\n"
"#define uint3 uvec3\n"
"#define uint4 uvec4\n"
"#define int2 ivec2\n"
"#define int3 ivec3\n"
"#define int4 ivec4\n"
// hlsl to glsl function translation
"#define frac fract\n"
"#define lerp mix\n"
,
GetGLSLVersionString().c_str(),
v < GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : "", earlyz_string.c_str(),
(g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ?
"#extension GL_ARB_shading_language_420pack : enable" :
"",
(g_ogl_config.bSupportsMSAA && v < GLSL_150) ?
"#extension GL_ARB_texture_multisample : enable" :
"",
// Attribute and fragment output bindings are still done via glBindAttribLocation and
// glBindFragDataLocation. In the future this could be moved to the layout qualifier
// in GLSL, but requires verification of GL_ARB_explicit_attrib_location.
g_ActiveConfig.backend_info.bSupportsBindingLayout ?
"#define ATTRIBUTE_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
"#define UBO_BINDING(packing, x) layout(packing, binding = x)\n"
"#define SAMPLER_BINDING(x) layout(binding = x)\n"
"#define SSBO_BINDING(x) layout(binding = x)\n" :
"#define ATTRIBUTE_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
"#define UBO_BINDING(packing, x) layout(packing)\n"
"#define SAMPLER_BINDING(x)\n",
// Input/output blocks are matched by name during program linking
"#define VARYING_LOCATION(x)\n",
!is_glsles && g_ActiveConfig.backend_info.bSupportsBBox ?
"#extension GL_ARB_shader_storage_buffer_object : enable" :
"",
v < GLSL_400 && g_ActiveConfig.backend_info.bSupportsGSInstancing ?
"#extension GL_ARB_gpu_shader5 : enable" :
"",
v < GLSL_400 && g_ActiveConfig.backend_info.bSupportsSSAA ?
"#extension GL_ARB_sample_shading : enable" :
"",
SupportedESPointSize.c_str(),
g_ogl_config.bSupportsAEP ? "#extension GL_ANDROID_extension_pack_es31a : enable" : "",
v < GLSL_140 && g_ActiveConfig.backend_info.bSupportsPaletteConversion ?
"#extension GL_ARB_texture_buffer_object : enable" :
"",
SupportedESTextureBuffer.c_str(),
is_glsles && g_ActiveConfig.backend_info.bSupportsDualSourceBlend ?
"#extension GL_EXT_blend_func_extended : enable" :
""
,
is_glsles ? "precision highp float;" : "", is_glsles ? "precision highp int;" : "",
is_glsles ? "precision highp sampler2DArray;" : "",
(is_glsles && g_ActiveConfig.backend_info.bSupportsPaletteConversion) ?
"precision highp usamplerBuffer;" :
"",
v > GLSLES_300 ? "precision highp sampler2DMS;" : "");
}
void ProgramShaderCache::ProgramShaderCacheInserter::Read(const SHADERUID& key, const u8* value,
u32 value_size)
{
const u8* binary = value + sizeof(GLenum);
GLenum* prog_format = (GLenum*)value;
GLint binary_size = value_size - sizeof(GLenum);
PCacheEntry entry;
entry.in_cache = 1;
entry.shader.glprogid = glCreateProgram();
glProgramBinary(entry.shader.glprogid, *prog_format, binary, binary_size);
GLint success;
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
if (success)
{
pshaders[key] = entry;
entry.shader.SetProgramVariables();
}
else
{
glDeleteProgram(entry.shader.glprogid);
}
}
} // namespace OGL