mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
1354 lines
47 KiB
C++
1354 lines
47 KiB
C++
// Copyright 2018 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include "VideoCommon/ShaderCache.h"
|
|
|
|
#include "Common/Assert.h"
|
|
#include "Common/FileUtil.h"
|
|
#include "Common/MsgHandler.h"
|
|
#include "Core/ConfigManager.h"
|
|
|
|
#include "VideoCommon/FramebufferManager.h"
|
|
#include "VideoCommon/FramebufferShaderGen.h"
|
|
#include "VideoCommon/RenderBase.h"
|
|
#include "VideoCommon/Statistics.h"
|
|
#include "VideoCommon/VertexLoaderManager.h"
|
|
#include "VideoCommon/VertexManagerBase.h"
|
|
#include "VideoCommon/VideoCommon.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
#include <imgui.h>
|
|
|
|
std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
|
|
|
|
namespace VideoCommon
|
|
{
|
|
ShaderCache::ShaderCache() : m_api_type{APIType::Nothing}
|
|
{
|
|
}
|
|
|
|
ShaderCache::~ShaderCache()
|
|
{
|
|
ClearCaches();
|
|
}
|
|
|
|
bool ShaderCache::Initialize()
|
|
{
|
|
m_api_type = g_ActiveConfig.backend_info.api_type;
|
|
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
|
|
|
|
if (!CompileSharedPipelines())
|
|
return false;
|
|
|
|
m_async_shader_compiler = g_renderer->CreateAsyncShaderCompiler();
|
|
return true;
|
|
}
|
|
|
|
void ShaderCache::InitializeShaderCache()
|
|
{
|
|
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
|
|
|
|
// Load shader and UID caches.
|
|
if (g_ActiveConfig.bShaderCache && m_api_type != APIType::Nothing)
|
|
{
|
|
LoadCaches();
|
|
LoadPipelineUIDCache();
|
|
}
|
|
|
|
// Queue ubershader precompiling if required.
|
|
if (g_ActiveConfig.UsingUberShaders())
|
|
QueueUberShaderPipelines();
|
|
|
|
// Compile all known UIDs.
|
|
CompileMissingPipelines();
|
|
if (g_ActiveConfig.bWaitForShadersBeforeStarting)
|
|
WaitForAsyncCompiler();
|
|
|
|
// Switch to the runtime shader compiler thread configuration.
|
|
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
|
|
}
|
|
|
|
void ShaderCache::Reload()
|
|
{
|
|
WaitForAsyncCompiler();
|
|
ClosePipelineUIDCache();
|
|
ClearCaches();
|
|
|
|
if (!CompileSharedPipelines())
|
|
PanicAlertFmt("Failed to compile shared pipelines after reload.");
|
|
|
|
if (g_ActiveConfig.bShaderCache)
|
|
LoadCaches();
|
|
|
|
// Switch to the precompiling shader configuration while we rebuild.
|
|
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
|
|
|
|
// We don't need to explicitly recompile the individual ubershaders here, as the pipelines
|
|
// UIDs are still be in the map. Therefore, when these are rebuilt, the shaders will also
|
|
// be recompiled.
|
|
CompileMissingPipelines();
|
|
if (g_ActiveConfig.bWaitForShadersBeforeStarting)
|
|
WaitForAsyncCompiler();
|
|
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
|
|
}
|
|
|
|
void ShaderCache::RetrieveAsyncShaders()
|
|
{
|
|
m_async_shader_compiler->RetrieveWorkItems();
|
|
}
|
|
|
|
void ShaderCache::Shutdown()
|
|
{
|
|
// This may leave shaders uncommitted to the cache, but it's better than blocking shutdown
|
|
// until everything has finished compiling.
|
|
if (m_async_shader_compiler)
|
|
m_async_shader_compiler->StopWorkerThreads();
|
|
|
|
ClosePipelineUIDCache();
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineUid& uid)
|
|
{
|
|
auto it = m_gx_pipeline_cache.find(uid);
|
|
if (it != m_gx_pipeline_cache.end() && !it->second.second)
|
|
return it->second.first.get();
|
|
|
|
const bool exists_in_cache = it != m_gx_pipeline_cache.end();
|
|
std::unique_ptr<AbstractPipeline> pipeline;
|
|
std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
|
|
if (pipeline_config)
|
|
pipeline = g_renderer->CreatePipeline(*pipeline_config);
|
|
if (g_ActiveConfig.bShaderCache && !exists_in_cache)
|
|
AppendGXPipelineUID(uid);
|
|
return InsertGXPipeline(uid, std::move(pipeline));
|
|
}
|
|
|
|
std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const GXPipelineUid& uid)
|
|
{
|
|
auto it = m_gx_pipeline_cache.find(uid);
|
|
if (it != m_gx_pipeline_cache.end())
|
|
{
|
|
// .second is the pending flag, i.e. compiling in the background.
|
|
if (!it->second.second)
|
|
return it->second.first.get();
|
|
else
|
|
return {};
|
|
}
|
|
|
|
AppendGXPipelineUID(uid);
|
|
QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE);
|
|
return {};
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineUid& uid)
|
|
{
|
|
auto it = m_gx_uber_pipeline_cache.find(uid);
|
|
if (it != m_gx_uber_pipeline_cache.end() && !it->second.second)
|
|
return it->second.first.get();
|
|
|
|
std::unique_ptr<AbstractPipeline> pipeline;
|
|
std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
|
|
if (pipeline_config)
|
|
pipeline = g_renderer->CreatePipeline(*pipeline_config);
|
|
return InsertGXUberPipeline(uid, std::move(pipeline));
|
|
}
|
|
|
|
void ShaderCache::WaitForAsyncCompiler()
|
|
{
|
|
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
|
|
{
|
|
m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
|
|
g_renderer->BeginUIFrame();
|
|
|
|
const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
|
|
const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
|
|
const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
|
|
|
|
ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
|
|
ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
|
|
if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
|
|
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
|
|
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
|
|
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
|
|
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
|
|
{
|
|
ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
|
|
ImGui::ProgressBar(static_cast<float>(completed) /
|
|
static_cast<float>(std::max(total, static_cast<size_t>(1))),
|
|
ImVec2(-1.0f, 0.0f), "");
|
|
}
|
|
ImGui::End();
|
|
|
|
g_renderer->EndUIFrame();
|
|
});
|
|
m_async_shader_compiler->RetrieveWorkItems();
|
|
}
|
|
}
|
|
|
|
template <typename SerializedUidType, typename UidType>
|
|
static void SerializePipelineUid(const UidType& uid, SerializedUidType& serialized_uid)
|
|
{
|
|
// Convert to disk format. Ensure all padding bytes are zero.
|
|
std::memset(reinterpret_cast<u8*>(&serialized_uid), 0, sizeof(serialized_uid));
|
|
serialized_uid.vertex_decl = uid.vertex_format->GetVertexDeclaration();
|
|
serialized_uid.vs_uid = uid.vs_uid;
|
|
serialized_uid.gs_uid = uid.gs_uid;
|
|
serialized_uid.ps_uid = uid.ps_uid;
|
|
serialized_uid.rasterization_state_bits = uid.rasterization_state.hex;
|
|
serialized_uid.depth_state_bits = uid.depth_state.hex;
|
|
serialized_uid.blending_state_bits = uid.blending_state.hex;
|
|
}
|
|
|
|
template <typename UidType, typename SerializedUidType>
|
|
static void UnserializePipelineUid(const SerializedUidType& uid, UidType& real_uid)
|
|
{
|
|
real_uid.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl);
|
|
real_uid.vs_uid = uid.vs_uid;
|
|
real_uid.gs_uid = uid.gs_uid;
|
|
real_uid.ps_uid = uid.ps_uid;
|
|
real_uid.rasterization_state.hex = uid.rasterization_state_bits;
|
|
real_uid.depth_state.hex = uid.depth_state_bits;
|
|
real_uid.blending_state.hex = uid.blending_state_bits;
|
|
}
|
|
|
|
template <ShaderStage stage, typename K, typename T>
|
|
void ShaderCache::LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
|
|
{
|
|
class CacheReader : public LinearDiskCacheReader<K, u8>
|
|
{
|
|
public:
|
|
CacheReader(T& cache_) : cache(cache_) {}
|
|
void Read(const K& key, const u8* value, u32 value_size)
|
|
{
|
|
auto shader = g_renderer->CreateShaderFromBinary(stage, value, value_size);
|
|
if (shader)
|
|
{
|
|
auto& entry = cache.shader_map[key];
|
|
entry.shader = std::move(shader);
|
|
entry.pending = false;
|
|
|
|
switch (stage)
|
|
{
|
|
case ShaderStage::Vertex:
|
|
INCSTAT(g_stats.num_vertex_shaders_created);
|
|
INCSTAT(g_stats.num_vertex_shaders_alive);
|
|
break;
|
|
case ShaderStage::Pixel:
|
|
INCSTAT(g_stats.num_pixel_shaders_created);
|
|
INCSTAT(g_stats.num_pixel_shaders_alive);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private:
|
|
T& cache;
|
|
};
|
|
|
|
std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
|
|
CacheReader reader(cache);
|
|
u32 count = cache.disk_cache.OpenAndRead(filename, reader);
|
|
INFO_LOG_FMT(VIDEO, "Loaded {} cached shaders from {}", count, filename);
|
|
}
|
|
|
|
template <typename T>
|
|
void ShaderCache::ClearShaderCache(T& cache)
|
|
{
|
|
cache.disk_cache.Sync();
|
|
cache.disk_cache.Close();
|
|
cache.shader_map.clear();
|
|
}
|
|
|
|
template <typename KeyType, typename DiskKeyType, typename T>
|
|
void ShaderCache::LoadPipelineCache(T& cache, LinearDiskCache<DiskKeyType, u8>& disk_cache,
|
|
APIType api_type, const char* type, bool include_gameid)
|
|
{
|
|
class CacheReader : public LinearDiskCacheReader<DiskKeyType, u8>
|
|
{
|
|
public:
|
|
CacheReader(ShaderCache* this_ptr_, T& cache_) : this_ptr(this_ptr_), cache(cache_) {}
|
|
bool AnyFailed() const { return failed; }
|
|
void Read(const DiskKeyType& key, const u8* value, u32 value_size)
|
|
{
|
|
KeyType real_uid;
|
|
UnserializePipelineUid(key, real_uid);
|
|
|
|
// Skip those which are already compiled.
|
|
if (failed || cache.find(real_uid) != cache.end())
|
|
return;
|
|
|
|
auto config = this_ptr->GetGXPipelineConfig(real_uid);
|
|
if (!config)
|
|
return;
|
|
|
|
auto pipeline = g_renderer->CreatePipeline(*config, value, value_size);
|
|
if (!pipeline)
|
|
{
|
|
// If any of the pipelines fail to create, consider the cache stale.
|
|
failed = true;
|
|
return;
|
|
}
|
|
|
|
auto& entry = cache[real_uid];
|
|
entry.first = std::move(pipeline);
|
|
entry.second = false;
|
|
}
|
|
|
|
private:
|
|
ShaderCache* this_ptr;
|
|
T& cache;
|
|
bool failed = false;
|
|
};
|
|
|
|
std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
|
|
CacheReader reader(this, cache);
|
|
const u32 count = disk_cache.OpenAndRead(filename, reader);
|
|
INFO_LOG_FMT(VIDEO, "Loaded {} cached pipelines from {}", count, filename);
|
|
|
|
// If any of the pipelines in the cache failed to create, it's likely because of a change of
|
|
// driver version, or system configuration. In this case, when the UID cache picks up the pipeline
|
|
// later on, we'll write a duplicate entry to the pipeline cache. There's also no point in keeping
|
|
// the old cache data around, so discard and recreate the disk cache.
|
|
if (reader.AnyFailed())
|
|
{
|
|
WARN_LOG_FMT(VIDEO, "Failed to load one or more pipelines from cache '{}'. Discarding.",
|
|
filename);
|
|
disk_cache.Close();
|
|
File::Delete(filename);
|
|
disk_cache.OpenAndRead(filename, reader);
|
|
}
|
|
}
|
|
|
|
template <typename T, typename Y>
|
|
void ShaderCache::ClearPipelineCache(T& cache, Y& disk_cache)
|
|
{
|
|
disk_cache.Sync();
|
|
disk_cache.Close();
|
|
|
|
// Set the pending flag to false, and destroy the pipeline.
|
|
for (auto& it : cache)
|
|
{
|
|
it.second.first.reset();
|
|
it.second.second = false;
|
|
}
|
|
}
|
|
|
|
void ShaderCache::LoadCaches()
|
|
{
|
|
// Ubershader caches, if present.
|
|
if (g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
LoadShaderCache<ShaderStage::Vertex, UberShader::VertexShaderUid>(m_uber_vs_cache, m_api_type,
|
|
"uber-vs", false);
|
|
LoadShaderCache<ShaderStage::Pixel, UberShader::PixelShaderUid>(m_uber_ps_cache, m_api_type,
|
|
"uber-ps", false);
|
|
|
|
// We also share geometry shaders, as there aren't many variants.
|
|
if (m_host_config.backend_geometry_shaders)
|
|
LoadShaderCache<ShaderStage::Geometry, GeometryShaderUid>(m_gs_cache, m_api_type, "gs",
|
|
false);
|
|
|
|
// Specialized shaders, gameid-specific.
|
|
LoadShaderCache<ShaderStage::Vertex, VertexShaderUid>(m_vs_cache, m_api_type, "specialized-vs",
|
|
true);
|
|
LoadShaderCache<ShaderStage::Pixel, PixelShaderUid>(m_ps_cache, m_api_type, "specialized-ps",
|
|
true);
|
|
}
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsPipelineCacheData)
|
|
{
|
|
LoadPipelineCache<GXPipelineUid, SerializedGXPipelineUid>(
|
|
m_gx_pipeline_cache, m_gx_pipeline_disk_cache, m_api_type, "specialized-pipeline", true);
|
|
LoadPipelineCache<GXUberPipelineUid, SerializedGXUberPipelineUid>(
|
|
m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache, m_api_type, "uber-pipeline",
|
|
false);
|
|
}
|
|
}
|
|
|
|
void ShaderCache::ClearCaches()
|
|
{
|
|
ClearPipelineCache(m_gx_pipeline_cache, m_gx_pipeline_disk_cache);
|
|
ClearShaderCache(m_vs_cache);
|
|
ClearShaderCache(m_gs_cache);
|
|
ClearShaderCache(m_ps_cache);
|
|
|
|
ClearPipelineCache(m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache);
|
|
ClearShaderCache(m_uber_vs_cache);
|
|
ClearShaderCache(m_uber_ps_cache);
|
|
|
|
m_screen_quad_vertex_shader.reset();
|
|
m_texture_copy_vertex_shader.reset();
|
|
m_efb_copy_vertex_shader.reset();
|
|
m_texcoord_geometry_shader.reset();
|
|
m_color_geometry_shader.reset();
|
|
m_texture_copy_pixel_shader.reset();
|
|
m_color_pixel_shader.reset();
|
|
|
|
m_efb_copy_to_vram_pipelines.clear();
|
|
m_efb_copy_to_ram_pipelines.clear();
|
|
m_copy_rgba8_pipeline.reset();
|
|
m_rgba8_stereo_copy_pipeline.reset();
|
|
for (auto& pipeline : m_palette_conversion_pipelines)
|
|
pipeline.reset();
|
|
m_texture_reinterpret_pipelines.clear();
|
|
m_texture_decoding_shaders.clear();
|
|
|
|
SETSTAT(g_stats.num_pixel_shaders_created, 0);
|
|
SETSTAT(g_stats.num_pixel_shaders_alive, 0);
|
|
SETSTAT(g_stats.num_vertex_shaders_created, 0);
|
|
SETSTAT(g_stats.num_vertex_shaders_alive, 0);
|
|
}
|
|
|
|
void ShaderCache::CompileMissingPipelines()
|
|
{
|
|
// Queue all uids with a null pipeline for compilation.
|
|
for (auto& it : m_gx_pipeline_cache)
|
|
{
|
|
if (!it.second.first)
|
|
QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
|
|
}
|
|
for (auto& it : m_gx_uber_pipeline_cache)
|
|
{
|
|
if (!it.second.first)
|
|
QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
|
|
}
|
|
}
|
|
|
|
std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
|
|
{
|
|
const ShaderCode source_code =
|
|
GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
|
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
|
|
}
|
|
|
|
std::unique_ptr<AbstractShader>
|
|
ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const
|
|
{
|
|
const ShaderCode source_code =
|
|
UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
|
|
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
|
|
}
|
|
|
|
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
|
|
{
|
|
const ShaderCode source_code =
|
|
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
|
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
|
|
}
|
|
|
|
std::unique_ptr<AbstractShader>
|
|
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
|
|
{
|
|
const ShaderCode source_code =
|
|
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
|
|
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
|
|
}
|
|
|
|
const AbstractShader* ShaderCache::InsertVertexShader(const VertexShaderUid& uid,
|
|
std::unique_ptr<AbstractShader> shader)
|
|
{
|
|
auto& entry = m_vs_cache.shader_map[uid];
|
|
entry.pending = false;
|
|
|
|
if (shader && !entry.shader)
|
|
{
|
|
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
INCSTAT(g_stats.num_vertex_shaders_created);
|
|
INCSTAT(g_stats.num_vertex_shaders_alive);
|
|
entry.shader = std::move(shader);
|
|
}
|
|
|
|
return entry.shader.get();
|
|
}
|
|
|
|
const AbstractShader* ShaderCache::InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
|
|
std::unique_ptr<AbstractShader> shader)
|
|
{
|
|
auto& entry = m_uber_vs_cache.shader_map[uid];
|
|
entry.pending = false;
|
|
|
|
if (shader && !entry.shader)
|
|
{
|
|
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_uber_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
INCSTAT(g_stats.num_vertex_shaders_created);
|
|
INCSTAT(g_stats.num_vertex_shaders_alive);
|
|
entry.shader = std::move(shader);
|
|
}
|
|
|
|
return entry.shader.get();
|
|
}
|
|
|
|
const AbstractShader* ShaderCache::InsertPixelShader(const PixelShaderUid& uid,
|
|
std::unique_ptr<AbstractShader> shader)
|
|
{
|
|
auto& entry = m_ps_cache.shader_map[uid];
|
|
entry.pending = false;
|
|
|
|
if (shader && !entry.shader)
|
|
{
|
|
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
INCSTAT(g_stats.num_pixel_shaders_created);
|
|
INCSTAT(g_stats.num_pixel_shaders_alive);
|
|
entry.shader = std::move(shader);
|
|
}
|
|
|
|
return entry.shader.get();
|
|
}
|
|
|
|
const AbstractShader* ShaderCache::InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
|
|
std::unique_ptr<AbstractShader> shader)
|
|
{
|
|
auto& entry = m_uber_ps_cache.shader_map[uid];
|
|
entry.pending = false;
|
|
|
|
if (shader && !entry.shader)
|
|
{
|
|
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_uber_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
INCSTAT(g_stats.num_pixel_shaders_created);
|
|
INCSTAT(g_stats.num_pixel_shaders_alive);
|
|
entry.shader = std::move(shader);
|
|
}
|
|
|
|
return entry.shader.get();
|
|
}
|
|
|
|
const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
|
|
{
|
|
const ShaderCode source_code =
|
|
GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
|
std::unique_ptr<AbstractShader> shader =
|
|
g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer());
|
|
|
|
auto& entry = m_gs_cache.shader_map[uid];
|
|
entry.pending = false;
|
|
|
|
if (shader && !entry.shader)
|
|
{
|
|
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_gs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
entry.shader = std::move(shader);
|
|
}
|
|
|
|
return entry.shader.get();
|
|
}
|
|
|
|
bool ShaderCache::NeedsGeometryShader(const GeometryShaderUid& uid) const
|
|
{
|
|
return m_host_config.backend_geometry_shaders && !uid.GetUidData()->IsPassthrough();
|
|
}
|
|
|
|
bool ShaderCache::UseGeometryShaderForEFBCopies() const
|
|
{
|
|
return m_host_config.backend_geometry_shaders && m_host_config.stereo;
|
|
}
|
|
|
|
AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
|
|
const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
|
|
const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
|
|
const RasterizationState& rasterization_state, const DepthState& depth_state,
|
|
const BlendingState& blending_state)
|
|
{
|
|
AbstractPipelineConfig config = {};
|
|
config.usage = AbstractPipelineUsage::GX;
|
|
config.vertex_format = vertex_format;
|
|
config.vertex_shader = vertex_shader;
|
|
config.geometry_shader = geometry_shader;
|
|
config.pixel_shader = pixel_shader;
|
|
config.rasterization_state = rasterization_state;
|
|
config.depth_state = depth_state;
|
|
config.blending_state = blending_state;
|
|
config.framebuffer_state = g_framebuffer_manager->GetEFBFramebufferState();
|
|
|
|
if (config.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp)
|
|
{
|
|
WARN_LOG_FMT(VIDEO,
|
|
"Approximating logic op with blending, this will produce incorrect rendering.");
|
|
config.blending_state.ApproximateLogicOpWithBlending();
|
|
}
|
|
|
|
return config;
|
|
}
|
|
|
|
std::optional<AbstractPipelineConfig> ShaderCache::GetGXPipelineConfig(const GXPipelineUid& config)
|
|
{
|
|
const AbstractShader* vs;
|
|
auto vs_iter = m_vs_cache.shader_map.find(config.vs_uid);
|
|
if (vs_iter != m_vs_cache.shader_map.end() && !vs_iter->second.pending)
|
|
vs = vs_iter->second.shader.get();
|
|
else
|
|
vs = InsertVertexShader(config.vs_uid, CompileVertexShader(config.vs_uid));
|
|
|
|
PixelShaderUid ps_uid = config.ps_uid;
|
|
ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &ps_uid);
|
|
|
|
const AbstractShader* ps;
|
|
auto ps_iter = m_ps_cache.shader_map.find(ps_uid);
|
|
if (ps_iter != m_ps_cache.shader_map.end() && !ps_iter->second.pending)
|
|
ps = ps_iter->second.shader.get();
|
|
else
|
|
ps = InsertPixelShader(ps_uid, CompilePixelShader(ps_uid));
|
|
|
|
if (!vs || !ps)
|
|
return {};
|
|
|
|
const AbstractShader* gs = nullptr;
|
|
if (NeedsGeometryShader(config.gs_uid))
|
|
{
|
|
auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
|
|
if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
|
|
gs = gs_iter->second.shader.get();
|
|
else
|
|
gs = CreateGeometryShader(config.gs_uid);
|
|
if (!gs)
|
|
return {};
|
|
}
|
|
|
|
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
|
|
config.depth_state, config.blending_state);
|
|
}
|
|
|
|
std::optional<AbstractPipelineConfig>
|
|
ShaderCache::GetGXPipelineConfig(const GXUberPipelineUid& config)
|
|
{
|
|
const AbstractShader* vs;
|
|
auto vs_iter = m_uber_vs_cache.shader_map.find(config.vs_uid);
|
|
if (vs_iter != m_uber_vs_cache.shader_map.end() && !vs_iter->second.pending)
|
|
vs = vs_iter->second.shader.get();
|
|
else
|
|
vs = InsertVertexUberShader(config.vs_uid, CompileVertexUberShader(config.vs_uid));
|
|
|
|
UberShader::PixelShaderUid ps_uid = config.ps_uid;
|
|
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &ps_uid);
|
|
|
|
const AbstractShader* ps;
|
|
auto ps_iter = m_uber_ps_cache.shader_map.find(ps_uid);
|
|
if (ps_iter != m_uber_ps_cache.shader_map.end() && !ps_iter->second.pending)
|
|
ps = ps_iter->second.shader.get();
|
|
else
|
|
ps = InsertPixelUberShader(ps_uid, CompilePixelUberShader(ps_uid));
|
|
|
|
if (!vs || !ps)
|
|
return {};
|
|
|
|
const AbstractShader* gs = nullptr;
|
|
if (NeedsGeometryShader(config.gs_uid))
|
|
{
|
|
auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
|
|
if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
|
|
gs = gs_iter->second.shader.get();
|
|
else
|
|
gs = CreateGeometryShader(config.gs_uid);
|
|
if (!gs)
|
|
return {};
|
|
}
|
|
|
|
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
|
|
config.depth_state, config.blending_state);
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::InsertGXPipeline(const GXPipelineUid& config,
|
|
std::unique_ptr<AbstractPipeline> pipeline)
|
|
{
|
|
auto& entry = m_gx_pipeline_cache[config];
|
|
entry.second = false;
|
|
if (!entry.first && pipeline)
|
|
{
|
|
entry.first = std::move(pipeline);
|
|
|
|
if (g_ActiveConfig.bShaderCache)
|
|
{
|
|
auto cache_data = entry.first->GetCacheData();
|
|
if (!cache_data.empty())
|
|
{
|
|
SerializedGXPipelineUid disk_uid;
|
|
SerializePipelineUid(config, disk_uid);
|
|
m_gx_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
|
|
static_cast<u32>(cache_data.size()));
|
|
}
|
|
}
|
|
}
|
|
|
|
return entry.first.get();
|
|
}
|
|
|
|
const AbstractPipeline*
|
|
ShaderCache::InsertGXUberPipeline(const GXUberPipelineUid& config,
|
|
std::unique_ptr<AbstractPipeline> pipeline)
|
|
{
|
|
auto& entry = m_gx_uber_pipeline_cache[config];
|
|
entry.second = false;
|
|
if (!entry.first && pipeline)
|
|
{
|
|
entry.first = std::move(pipeline);
|
|
|
|
if (g_ActiveConfig.bShaderCache)
|
|
{
|
|
auto cache_data = entry.first->GetCacheData();
|
|
if (!cache_data.empty())
|
|
{
|
|
SerializedGXUberPipelineUid disk_uid;
|
|
SerializePipelineUid(config, disk_uid);
|
|
m_gx_uber_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
|
|
static_cast<u32>(cache_data.size()));
|
|
}
|
|
}
|
|
}
|
|
|
|
return entry.first.get();
|
|
}
|
|
|
|
void ShaderCache::LoadPipelineUIDCache()
|
|
{
|
|
constexpr u32 CACHE_FILE_MAGIC = 0x44495550; // PUID
|
|
constexpr size_t CACHE_HEADER_SIZE = sizeof(u32) + sizeof(u32);
|
|
std::string filename =
|
|
File::GetUserPath(D_CACHE_IDX) + SConfig::GetInstance().GetGameID() + ".uidcache";
|
|
if (m_gx_pipeline_uid_cache_file.Open(filename, "rb+"))
|
|
{
|
|
// If an existing case exists, validate the version before reading entries.
|
|
u32 existing_magic;
|
|
u32 existing_version;
|
|
bool uid_file_valid = false;
|
|
if (m_gx_pipeline_uid_cache_file.ReadBytes(&existing_magic, sizeof(existing_magic)) &&
|
|
m_gx_pipeline_uid_cache_file.ReadBytes(&existing_version, sizeof(existing_version)) &&
|
|
existing_magic == CACHE_FILE_MAGIC && existing_version == GX_PIPELINE_UID_VERSION)
|
|
{
|
|
// Ensure the expected size matches the actual size of the file. If it doesn't, it means
|
|
// the cache file may be corrupted, and we should not proceed with loading potentially
|
|
// garbage or invalid UIDs.
|
|
const u64 file_size = m_gx_pipeline_uid_cache_file.GetSize();
|
|
const size_t uid_count =
|
|
static_cast<size_t>(file_size - CACHE_HEADER_SIZE) / sizeof(SerializedGXPipelineUid);
|
|
const size_t expected_size = uid_count * sizeof(SerializedGXPipelineUid) + CACHE_HEADER_SIZE;
|
|
uid_file_valid = file_size == expected_size;
|
|
if (uid_file_valid)
|
|
{
|
|
for (size_t i = 0; i < uid_count; i++)
|
|
{
|
|
SerializedGXPipelineUid serialized_uid;
|
|
if (m_gx_pipeline_uid_cache_file.ReadBytes(&serialized_uid, sizeof(serialized_uid)))
|
|
{
|
|
// This just adds the pipeline to the map, it is compiled later.
|
|
AddSerializedGXPipelineUID(serialized_uid);
|
|
}
|
|
else
|
|
{
|
|
uid_file_valid = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We open the file for reading and writing, so we must seek to the end before writing.
|
|
if (uid_file_valid)
|
|
uid_file_valid = m_gx_pipeline_uid_cache_file.Seek(expected_size, SEEK_SET);
|
|
}
|
|
|
|
// If the file is invalid, close it. We re-open and truncate it below.
|
|
if (!uid_file_valid)
|
|
m_gx_pipeline_uid_cache_file.Close();
|
|
}
|
|
|
|
// If the file is not open, it means it was either corrupted or didn't exist.
|
|
if (!m_gx_pipeline_uid_cache_file.IsOpen())
|
|
{
|
|
if (m_gx_pipeline_uid_cache_file.Open(filename, "wb"))
|
|
{
|
|
// Write the version identifier.
|
|
m_gx_pipeline_uid_cache_file.WriteBytes(&CACHE_FILE_MAGIC, sizeof(GX_PIPELINE_UID_VERSION));
|
|
m_gx_pipeline_uid_cache_file.WriteBytes(&GX_PIPELINE_UID_VERSION,
|
|
sizeof(GX_PIPELINE_UID_VERSION));
|
|
|
|
// Write any current UIDs out to the file.
|
|
// This way, if we load a UID cache where the data was incomplete (e.g. Dolphin crashed),
|
|
// we don't lose the existing UIDs which were previously at the beginning.
|
|
for (const auto& it : m_gx_pipeline_cache)
|
|
AppendGXPipelineUID(it.first);
|
|
}
|
|
}
|
|
|
|
INFO_LOG_FMT(VIDEO, "Read {} pipeline UIDs from {}", m_gx_pipeline_cache.size(), filename);
|
|
}
|
|
|
|
void ShaderCache::ClosePipelineUIDCache()
|
|
{
|
|
// This is left as a method in case we need to append extra data to the file in the future.
|
|
m_gx_pipeline_uid_cache_file.Close();
|
|
}
|
|
|
|
void ShaderCache::AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid)
|
|
{
|
|
GXPipelineUid real_uid;
|
|
UnserializePipelineUid(uid, real_uid);
|
|
|
|
auto iter = m_gx_pipeline_cache.find(real_uid);
|
|
if (iter != m_gx_pipeline_cache.end())
|
|
return;
|
|
|
|
// Flag it as empty with a null pipeline object, for later compilation.
|
|
auto& entry = m_gx_pipeline_cache[real_uid];
|
|
entry.second = false;
|
|
}
|
|
|
|
void ShaderCache::AppendGXPipelineUID(const GXPipelineUid& config)
|
|
{
|
|
if (!m_gx_pipeline_uid_cache_file.IsOpen())
|
|
return;
|
|
|
|
SerializedGXPipelineUid disk_uid;
|
|
SerializePipelineUid(config, disk_uid);
|
|
if (!m_gx_pipeline_uid_cache_file.WriteBytes(&disk_uid, sizeof(disk_uid)))
|
|
{
|
|
WARN_LOG_FMT(VIDEO, "Writing pipeline UID to cache failed, closing file.");
|
|
m_gx_pipeline_uid_cache_file.Close();
|
|
}
|
|
}
|
|
|
|
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority)
|
|
{
|
|
class VertexShaderWorkItem final : public AsyncShaderCompiler::WorkItem
|
|
{
|
|
public:
|
|
VertexShaderWorkItem(ShaderCache* shader_cache_, const VertexShaderUid& uid_)
|
|
: shader_cache(shader_cache_), uid(uid_)
|
|
{
|
|
}
|
|
|
|
bool Compile() override
|
|
{
|
|
shader = shader_cache->CompileVertexShader(uid);
|
|
return true;
|
|
}
|
|
|
|
void Retrieve() override { shader_cache->InsertVertexShader(uid, std::move(shader)); }
|
|
|
|
private:
|
|
ShaderCache* shader_cache;
|
|
std::unique_ptr<AbstractShader> shader;
|
|
VertexShaderUid uid;
|
|
};
|
|
|
|
m_vs_cache.shader_map[uid].pending = true;
|
|
auto wi = m_async_shader_compiler->CreateWorkItem<VertexShaderWorkItem>(this, uid);
|
|
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
|
|
}
|
|
|
|
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority)
|
|
{
|
|
class VertexUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
|
|
{
|
|
public:
|
|
VertexUberShaderWorkItem(ShaderCache* shader_cache_, const UberShader::VertexShaderUid& uid_)
|
|
: shader_cache(shader_cache_), uid(uid_)
|
|
{
|
|
}
|
|
|
|
bool Compile() override
|
|
{
|
|
shader = shader_cache->CompileVertexUberShader(uid);
|
|
return true;
|
|
}
|
|
|
|
void Retrieve() override { shader_cache->InsertVertexUberShader(uid, std::move(shader)); }
|
|
|
|
private:
|
|
ShaderCache* shader_cache;
|
|
std::unique_ptr<AbstractShader> shader;
|
|
UberShader::VertexShaderUid uid;
|
|
};
|
|
|
|
m_uber_vs_cache.shader_map[uid].pending = true;
|
|
auto wi = m_async_shader_compiler->CreateWorkItem<VertexUberShaderWorkItem>(this, uid);
|
|
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
|
|
}
|
|
|
|
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority)
|
|
{
|
|
class PixelShaderWorkItem final : public AsyncShaderCompiler::WorkItem
|
|
{
|
|
public:
|
|
PixelShaderWorkItem(ShaderCache* shader_cache_, const PixelShaderUid& uid_)
|
|
: shader_cache(shader_cache_), uid(uid_)
|
|
{
|
|
}
|
|
|
|
bool Compile() override
|
|
{
|
|
shader = shader_cache->CompilePixelShader(uid);
|
|
return true;
|
|
}
|
|
|
|
void Retrieve() override { shader_cache->InsertPixelShader(uid, std::move(shader)); }
|
|
|
|
private:
|
|
ShaderCache* shader_cache;
|
|
std::unique_ptr<AbstractShader> shader;
|
|
PixelShaderUid uid;
|
|
};
|
|
|
|
m_ps_cache.shader_map[uid].pending = true;
|
|
auto wi = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(this, uid);
|
|
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
|
|
}
|
|
|
|
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority)
|
|
{
|
|
class PixelUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
|
|
{
|
|
public:
|
|
PixelUberShaderWorkItem(ShaderCache* shader_cache_, const UberShader::PixelShaderUid& uid_)
|
|
: shader_cache(shader_cache_), uid(uid_)
|
|
{
|
|
}
|
|
|
|
bool Compile() override
|
|
{
|
|
shader = shader_cache->CompilePixelUberShader(uid);
|
|
return true;
|
|
}
|
|
|
|
void Retrieve() override { shader_cache->InsertPixelUberShader(uid, std::move(shader)); }
|
|
|
|
private:
|
|
ShaderCache* shader_cache;
|
|
std::unique_ptr<AbstractShader> shader;
|
|
UberShader::PixelShaderUid uid;
|
|
};
|
|
|
|
m_uber_ps_cache.shader_map[uid].pending = true;
|
|
auto wi = m_async_shader_compiler->CreateWorkItem<PixelUberShaderWorkItem>(this, uid);
|
|
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
|
|
}
|
|
|
|
void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid, u32 priority)
|
|
{
|
|
class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
|
|
{
|
|
public:
|
|
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_, u32 priority_)
|
|
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
|
|
{
|
|
// Check if all the stages required for this pipeline have been compiled.
|
|
// If not, this work item becomes a no-op, and re-queues the pipeline for the next frame.
|
|
if (SetStagesReady())
|
|
config = shader_cache->GetGXPipelineConfig(uid);
|
|
}
|
|
|
|
bool SetStagesReady()
|
|
{
|
|
stages_ready = true;
|
|
|
|
auto vs_it = shader_cache->m_vs_cache.shader_map.find(uid.vs_uid);
|
|
stages_ready &= vs_it != shader_cache->m_vs_cache.shader_map.end() && !vs_it->second.pending;
|
|
if (vs_it == shader_cache->m_vs_cache.shader_map.end())
|
|
shader_cache->QueueVertexShaderCompile(uid.vs_uid, priority);
|
|
|
|
PixelShaderUid ps_uid = uid.ps_uid;
|
|
ClearUnusedPixelShaderUidBits(shader_cache->m_api_type, shader_cache->m_host_config, &ps_uid);
|
|
|
|
auto ps_it = shader_cache->m_ps_cache.shader_map.find(ps_uid);
|
|
stages_ready &= ps_it != shader_cache->m_ps_cache.shader_map.end() && !ps_it->second.pending;
|
|
if (ps_it == shader_cache->m_ps_cache.shader_map.end())
|
|
shader_cache->QueuePixelShaderCompile(ps_uid, priority);
|
|
|
|
return stages_ready;
|
|
}
|
|
|
|
bool Compile() override
|
|
{
|
|
if (config)
|
|
pipeline = g_renderer->CreatePipeline(*config);
|
|
return true;
|
|
}
|
|
|
|
void Retrieve() override
|
|
{
|
|
if (stages_ready)
|
|
{
|
|
shader_cache->InsertGXPipeline(uid, std::move(pipeline));
|
|
}
|
|
else
|
|
{
|
|
// Re-queue for next frame.
|
|
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
|
|
shader_cache, uid, priority);
|
|
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
|
|
}
|
|
}
|
|
|
|
private:
|
|
ShaderCache* shader_cache;
|
|
std::unique_ptr<AbstractPipeline> pipeline;
|
|
GXPipelineUid uid;
|
|
u32 priority;
|
|
std::optional<AbstractPipelineConfig> config;
|
|
bool stages_ready;
|
|
};
|
|
|
|
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, priority);
|
|
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
|
|
m_gx_pipeline_cache[uid].second = true;
|
|
}
|
|
|
|
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority)
|
|
{
|
|
class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
|
|
{
|
|
public:
|
|
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_, u32 priority_)
|
|
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
|
|
{
|
|
// Check if all the stages required for this UberPipeline have been compiled.
|
|
// If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame.
|
|
if (SetStagesReady())
|
|
config = shader_cache->GetGXPipelineConfig(uid);
|
|
}
|
|
|
|
bool SetStagesReady()
|
|
{
|
|
stages_ready = true;
|
|
|
|
auto vs_it = shader_cache->m_uber_vs_cache.shader_map.find(uid.vs_uid);
|
|
stages_ready &=
|
|
vs_it != shader_cache->m_uber_vs_cache.shader_map.end() && !vs_it->second.pending;
|
|
if (vs_it == shader_cache->m_uber_vs_cache.shader_map.end())
|
|
shader_cache->QueueVertexUberShaderCompile(uid.vs_uid, priority);
|
|
|
|
UberShader::PixelShaderUid ps_uid = uid.ps_uid;
|
|
UberShader::ClearUnusedPixelShaderUidBits(shader_cache->m_api_type,
|
|
shader_cache->m_host_config, &ps_uid);
|
|
|
|
auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(ps_uid);
|
|
stages_ready &=
|
|
ps_it != shader_cache->m_uber_ps_cache.shader_map.end() && !ps_it->second.pending;
|
|
if (ps_it == shader_cache->m_uber_ps_cache.shader_map.end())
|
|
shader_cache->QueuePixelUberShaderCompile(ps_uid, priority);
|
|
|
|
return stages_ready;
|
|
}
|
|
|
|
bool Compile() override
|
|
{
|
|
if (config)
|
|
UberPipeline = g_renderer->CreatePipeline(*config);
|
|
return true;
|
|
}
|
|
|
|
void Retrieve() override
|
|
{
|
|
if (stages_ready)
|
|
{
|
|
shader_cache->InsertGXUberPipeline(uid, std::move(UberPipeline));
|
|
}
|
|
else
|
|
{
|
|
// Re-queue for next frame.
|
|
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(
|
|
shader_cache, uid, priority);
|
|
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
|
|
}
|
|
}
|
|
|
|
private:
|
|
ShaderCache* shader_cache;
|
|
std::unique_ptr<AbstractPipeline> UberPipeline;
|
|
GXUberPipelineUid uid;
|
|
u32 priority;
|
|
std::optional<AbstractPipelineConfig> config;
|
|
bool stages_ready;
|
|
};
|
|
|
|
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, priority);
|
|
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
|
|
m_gx_uber_pipeline_cache[uid].second = true;
|
|
}
|
|
|
|
void ShaderCache::QueueUberShaderPipelines()
|
|
{
|
|
// Create a dummy vertex format with no attributes.
|
|
// All attributes will be enabled in GetUberVertexFormat.
|
|
PortableVertexDeclaration dummy_vertex_decl = {};
|
|
dummy_vertex_decl.position.components = 4;
|
|
dummy_vertex_decl.position.type = VAR_FLOAT;
|
|
dummy_vertex_decl.position.enable = true;
|
|
dummy_vertex_decl.stride = sizeof(float) * 4;
|
|
NativeVertexFormat* dummy_vertex_format =
|
|
VertexLoaderManager::GetUberVertexFormat(dummy_vertex_decl);
|
|
auto QueueDummyPipeline = [&](const UberShader::VertexShaderUid& vs_uid,
|
|
const GeometryShaderUid& gs_uid,
|
|
const UberShader::PixelShaderUid& ps_uid) {
|
|
GXUberPipelineUid config;
|
|
config.vertex_format = dummy_vertex_format;
|
|
config.vs_uid = vs_uid;
|
|
config.gs_uid = gs_uid;
|
|
config.ps_uid = ps_uid;
|
|
config.rasterization_state = RenderState::GetCullBackFaceRasterizationState(
|
|
static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
if (ps_uid.GetUidData()->uint_output)
|
|
{
|
|
// uint_output is only ever enabled when logic ops are enabled.
|
|
config.blending_state.logicopenable = true;
|
|
config.blending_state.logicmode = LogicOp::And;
|
|
}
|
|
|
|
auto iter = m_gx_uber_pipeline_cache.find(config);
|
|
if (iter != m_gx_uber_pipeline_cache.end())
|
|
return;
|
|
|
|
auto& entry = m_gx_uber_pipeline_cache[config];
|
|
entry.second = false;
|
|
};
|
|
|
|
// Populate the pipeline configs with empty entries, these will be compiled afterwards.
|
|
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;
|
|
|
|
UberShader::PixelShaderUid cleared_puid = puid;
|
|
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &cleared_puid);
|
|
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
|
|
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
|
|
(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
|
|
{
|
|
return;
|
|
}
|
|
QueueDummyPipeline(vuid, guid, cleared_puid);
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
const AbstractPipeline*
|
|
ShaderCache::GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid)
|
|
{
|
|
auto iter = m_efb_copy_to_vram_pipelines.find(uid);
|
|
if (iter != m_efb_copy_to_vram_pipelines.end())
|
|
return iter->second.get();
|
|
|
|
auto shader_code = TextureConversionShaderGen::GeneratePixelShader(m_api_type, uid.GetUidData());
|
|
auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code.GetBuffer());
|
|
if (!shader)
|
|
{
|
|
m_efb_copy_to_vram_pipelines.emplace(uid, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
AbstractPipelineConfig config = {};
|
|
config.vertex_format = nullptr;
|
|
config.vertex_shader = m_efb_copy_vertex_shader.get();
|
|
config.geometry_shader =
|
|
UseGeometryShaderForEFBCopies() ? m_texcoord_geometry_shader.get() : nullptr;
|
|
config.pixel_shader = shader.get();
|
|
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
|
|
config.usage = AbstractPipelineUsage::Utility;
|
|
auto iiter = m_efb_copy_to_vram_pipelines.emplace(uid, g_renderer->CreatePipeline(config));
|
|
return iiter.first->second.get();
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams& uid)
|
|
{
|
|
auto iter = m_efb_copy_to_ram_pipelines.find(uid);
|
|
if (iter != m_efb_copy_to_ram_pipelines.end())
|
|
return iter->second.get();
|
|
|
|
const std::string shader_code =
|
|
TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
|
|
const auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code);
|
|
if (!shader)
|
|
{
|
|
m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
AbstractPipelineConfig config = {};
|
|
config.vertex_shader = m_screen_quad_vertex_shader.get();
|
|
config.pixel_shader = shader.get();
|
|
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
config.framebuffer_state = RenderState::GetColorFramebufferState(AbstractTextureFormat::BGRA8);
|
|
config.usage = AbstractPipelineUsage::Utility;
|
|
auto iiter = m_efb_copy_to_ram_pipelines.emplace(uid, g_renderer->CreatePipeline(config));
|
|
return iiter.first->second.get();
|
|
}
|
|
|
|
bool ShaderCache::CompileSharedPipelines()
|
|
{
|
|
m_screen_quad_vertex_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader());
|
|
m_texture_copy_vertex_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader());
|
|
m_efb_copy_vertex_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Vertex,
|
|
TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer());
|
|
if (!m_screen_quad_vertex_shader || !m_texture_copy_vertex_shader || !m_efb_copy_vertex_shader)
|
|
return false;
|
|
|
|
if (UseGeometryShaderForEFBCopies())
|
|
{
|
|
m_texcoord_geometry_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0));
|
|
m_color_geometry_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1));
|
|
if (!m_texcoord_geometry_shader || !m_color_geometry_shader)
|
|
return false;
|
|
}
|
|
|
|
m_texture_copy_pixel_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader());
|
|
m_color_pixel_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader());
|
|
if (!m_texture_copy_pixel_shader || !m_color_pixel_shader)
|
|
return false;
|
|
|
|
AbstractPipelineConfig config;
|
|
config.vertex_format = nullptr;
|
|
config.vertex_shader = m_texture_copy_vertex_shader.get();
|
|
config.geometry_shader = nullptr;
|
|
config.pixel_shader = m_texture_copy_pixel_shader.get();
|
|
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
|
|
config.usage = AbstractPipelineUsage::Utility;
|
|
m_copy_rgba8_pipeline = g_renderer->CreatePipeline(config);
|
|
if (!m_copy_rgba8_pipeline)
|
|
return false;
|
|
|
|
if (UseGeometryShaderForEFBCopies())
|
|
{
|
|
config.geometry_shader = m_texcoord_geometry_shader.get();
|
|
m_rgba8_stereo_copy_pipeline = g_renderer->CreatePipeline(config);
|
|
if (!m_rgba8_stereo_copy_pipeline)
|
|
return false;
|
|
}
|
|
|
|
if (m_host_config.backend_palette_conversion)
|
|
{
|
|
config.vertex_shader = m_screen_quad_vertex_shader.get();
|
|
config.geometry_shader = nullptr;
|
|
|
|
for (size_t i = 0; i < NUM_PALETTE_CONVERSION_SHADERS; i++)
|
|
{
|
|
auto shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Pixel, TextureConversionShaderTiled::GeneratePaletteConversionShader(
|
|
static_cast<TLUTFormat>(i), m_api_type));
|
|
if (!shader)
|
|
return false;
|
|
|
|
config.pixel_shader = shader.get();
|
|
m_palette_conversion_pipelines[i] = g_renderer->CreatePipeline(config);
|
|
if (!m_palette_conversion_pipelines[i])
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::GetPaletteConversionPipeline(TLUTFormat format)
|
|
{
|
|
ASSERT(static_cast<size_t>(format) < NUM_PALETTE_CONVERSION_SHADERS);
|
|
return m_palette_conversion_pipelines[static_cast<size_t>(format)].get();
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::GetTextureReinterpretPipeline(TextureFormat from_format,
|
|
TextureFormat to_format)
|
|
{
|
|
const auto key = std::make_pair(from_format, to_format);
|
|
auto iter = m_texture_reinterpret_pipelines.find(key);
|
|
if (iter != m_texture_reinterpret_pipelines.end())
|
|
return iter->second.get();
|
|
|
|
std::string shader_source =
|
|
FramebufferShaderGen::GenerateTextureReinterpretShader(from_format, to_format);
|
|
if (shader_source.empty())
|
|
{
|
|
m_texture_reinterpret_pipelines.emplace(key, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
std::unique_ptr<AbstractShader> shader =
|
|
g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_source);
|
|
if (!shader)
|
|
{
|
|
m_texture_reinterpret_pipelines.emplace(key, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
AbstractPipelineConfig config;
|
|
config.vertex_format = nullptr;
|
|
config.vertex_shader = m_screen_quad_vertex_shader.get();
|
|
config.geometry_shader = nullptr;
|
|
config.pixel_shader = shader.get();
|
|
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
|
|
config.usage = AbstractPipelineUsage::Utility;
|
|
auto iiter = m_texture_reinterpret_pipelines.emplace(key, g_renderer->CreatePipeline(config));
|
|
return iiter.first->second.get();
|
|
}
|
|
|
|
const AbstractShader* ShaderCache::GetTextureDecodingShader(TextureFormat format,
|
|
TLUTFormat palette_format)
|
|
{
|
|
const auto key = std::make_pair(static_cast<u32>(format), static_cast<u32>(palette_format));
|
|
auto iter = m_texture_decoding_shaders.find(key);
|
|
if (iter != m_texture_decoding_shaders.end())
|
|
return iter->second.get();
|
|
|
|
std::string shader_source =
|
|
TextureConversionShaderTiled::GenerateDecodingShader(format, palette_format, APIType::OpenGL);
|
|
if (shader_source.empty())
|
|
{
|
|
m_texture_decoding_shaders.emplace(key, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
std::unique_ptr<AbstractShader> shader =
|
|
g_renderer->CreateShaderFromSource(ShaderStage::Compute, shader_source);
|
|
if (!shader)
|
|
{
|
|
m_texture_decoding_shaders.emplace(key, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
auto iiter = m_texture_decoding_shaders.emplace(key, std::move(shader));
|
|
return iiter.first->second.get();
|
|
}
|
|
} // namespace VideoCommon
|