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989 lines
33 KiB
C++
989 lines
33 KiB
C++
// Copyright 2018 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 "VideoCommon/ShaderCache.h"
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#include "Common/Assert.h"
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#include "Common/FileUtil.h"
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
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namespace VideoCommon
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{
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ShaderCache::ShaderCache() = default;
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ShaderCache::~ShaderCache() = default;
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bool ShaderCache::Initialize()
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{
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m_api_type = g_ActiveConfig.backend_info.api_type;
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m_host_config = ShaderHostConfig::GetCurrent();
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m_efb_multisamples = g_ActiveConfig.iMultisamples;
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// Create the async compiler, and start the worker threads.
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m_async_shader_compiler = g_renderer->CreateAsyncShaderCompiler();
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
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// Load shader and UID caches.
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if (g_ActiveConfig.bShaderCache)
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{
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LoadShaderCaches();
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LoadPipelineUIDCache();
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}
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// Queue ubershader precompiling if required.
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if (g_ActiveConfig.UsingUberShaders())
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QueueUberShaderPipelines();
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// Compile all known UIDs.
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CompileMissingPipelines();
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if (g_ActiveConfig.bWaitForShadersBeforeStarting)
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WaitForAsyncCompiler();
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// Switch to the runtime shader compiler thread configuration.
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
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return true;
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}
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void ShaderCache::SetHostConfig(const ShaderHostConfig& host_config, u32 efb_multisamples)
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{
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if (m_host_config.bits == host_config.bits && m_efb_multisamples == efb_multisamples)
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return;
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m_host_config = host_config;
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m_efb_multisamples = efb_multisamples;
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Reload();
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}
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void ShaderCache::Reload()
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{
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WaitForAsyncCompiler();
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ClosePipelineUIDCache();
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InvalidateCachedPipelines();
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ClearShaderCaches();
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCaches();
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// Switch to the precompiling shader configuration while we rebuild.
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
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// We don't need to explicitly recompile the individual ubershaders here, as the pipelines
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// UIDs are still be in the map. Therefore, when these are rebuilt, the shaders will also
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// be recompiled.
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CompileMissingPipelines();
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if (g_ActiveConfig.bWaitForShadersBeforeStarting)
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WaitForAsyncCompiler();
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
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}
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void ShaderCache::RetrieveAsyncShaders()
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{
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m_async_shader_compiler->RetrieveWorkItems();
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}
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void ShaderCache::Shutdown()
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{
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// This may leave shaders uncommitted to the cache, but it's better than blocking shutdown
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// until everything has finished compiling.
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m_async_shader_compiler->StopWorkerThreads();
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ClosePipelineUIDCache();
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ClearShaderCaches();
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ClearPipelineCaches();
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}
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const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineUid& uid)
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{
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auto it = m_gx_pipeline_cache.find(uid);
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if (it != m_gx_pipeline_cache.end() && !it->second.second)
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return it->second.first.get();
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const bool exists_in_cache = it != m_gx_pipeline_cache.end();
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std::unique_ptr<AbstractPipeline> pipeline;
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std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
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if (pipeline_config)
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pipeline = g_renderer->CreatePipeline(*pipeline_config);
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if (g_ActiveConfig.bShaderCache && !exists_in_cache)
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AppendGXPipelineUID(uid);
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return InsertGXPipeline(uid, std::move(pipeline));
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}
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std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const GXPipelineUid& uid)
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{
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auto it = m_gx_pipeline_cache.find(uid);
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if (it != m_gx_pipeline_cache.end())
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{
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// .second is the pending flag, i.e. compiling in the background.
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if (!it->second.second)
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return it->second.first.get();
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else
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return {};
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}
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AppendGXPipelineUID(uid);
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QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE);
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return {};
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}
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const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineUid& uid)
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{
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auto it = m_gx_uber_pipeline_cache.find(uid);
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if (it != m_gx_uber_pipeline_cache.end() && !it->second.second)
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return it->second.first.get();
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std::unique_ptr<AbstractPipeline> pipeline;
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std::optional<AbstractPipelineConfig> pipeline_config = GetGXUberPipelineConfig(uid);
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if (pipeline_config)
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pipeline = g_renderer->CreatePipeline(*pipeline_config);
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return InsertGXUberPipeline(uid, std::move(pipeline));
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}
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void ShaderCache::WaitForAsyncCompiler()
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{
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while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
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{
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m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
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Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
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static_cast<int>(completed), static_cast<int>(total));
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});
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m_async_shader_compiler->RetrieveWorkItems();
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}
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Host_UpdateProgressDialog("", -1, -1);
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}
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template <ShaderStage stage, typename K, typename T>
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static void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
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{
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class CacheReader : public LinearDiskCacheReader<K, u8>
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{
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public:
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CacheReader(T& cache_) : cache(cache_) {}
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void Read(const K& key, const u8* value, u32 value_size)
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{
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auto shader = g_renderer->CreateShaderFromBinary(stage, value, value_size);
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if (shader)
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{
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auto& entry = cache.shader_map[key];
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entry.shader = std::move(shader);
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entry.pending = false;
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switch (stage)
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{
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case ShaderStage::Vertex:
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INCSTAT(stats.numVertexShadersCreated);
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INCSTAT(stats.numVertexShadersAlive);
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break;
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case ShaderStage::Pixel:
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INCSTAT(stats.numPixelShadersCreated);
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INCSTAT(stats.numPixelShadersAlive);
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break;
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default:
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break;
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}
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}
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}
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private:
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T& cache;
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};
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std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
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CacheReader reader(cache);
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u32 count = cache.disk_cache.OpenAndRead(filename, reader);
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INFO_LOG(VIDEO, "Loaded %u cached shaders from %s", count, filename.c_str());
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}
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template <typename T>
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static void ClearShaderCache(T& cache)
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{
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cache.disk_cache.Sync();
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cache.disk_cache.Close();
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cache.shader_map.clear();
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}
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void ShaderCache::LoadShaderCaches()
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{
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// Ubershader caches, if present.
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LoadShaderCache<ShaderStage::Vertex, UberShader::VertexShaderUid>(m_uber_vs_cache, m_api_type,
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"uber-vs", false);
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LoadShaderCache<ShaderStage::Pixel, UberShader::PixelShaderUid>(m_uber_ps_cache, m_api_type,
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"uber-ps", false);
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// We also share geometry shaders, as there aren't many variants.
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if (m_host_config.backend_geometry_shaders)
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LoadShaderCache<ShaderStage::Geometry, GeometryShaderUid>(m_gs_cache, m_api_type, "gs", false);
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// Specialized shaders, gameid-specific.
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LoadShaderCache<ShaderStage::Vertex, VertexShaderUid>(m_vs_cache, m_api_type, "specialized-vs",
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true);
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LoadShaderCache<ShaderStage::Pixel, PixelShaderUid>(m_ps_cache, m_api_type, "specialized-ps",
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true);
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}
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void ShaderCache::ClearShaderCaches()
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{
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ClearShaderCache(m_vs_cache);
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ClearShaderCache(m_gs_cache);
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ClearShaderCache(m_ps_cache);
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ClearShaderCache(m_uber_vs_cache);
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ClearShaderCache(m_uber_ps_cache);
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SETSTAT(stats.numPixelShadersCreated, 0);
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SETSTAT(stats.numPixelShadersAlive, 0);
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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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}
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void ShaderCache::CompileMissingPipelines()
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{
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// Queue all uids with a null pipeline for compilation.
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for (auto& it : m_gx_pipeline_cache)
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{
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if (!it.second.second)
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QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
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}
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for (auto& it : m_gx_uber_pipeline_cache)
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{
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if (!it.second.second)
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QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
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}
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}
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void ShaderCache::InvalidateCachedPipelines()
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{
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// Set the pending flag to false, and destroy the pipeline.
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for (auto& it : m_gx_pipeline_cache)
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{
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it.second.first.reset();
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it.second.second = false;
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}
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for (auto& it : m_gx_uber_pipeline_cache)
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{
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it.second.first.reset();
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it.second.second = false;
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}
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}
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void ShaderCache::ClearPipelineCaches()
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{
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m_gx_pipeline_cache.clear();
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m_gx_uber_pipeline_cache.clear();
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}
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std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
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{
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ShaderCode source_code = GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().size());
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}
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std::unique_ptr<AbstractShader>
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ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const
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{
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ShaderCode source_code = UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().size());
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}
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std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
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{
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ShaderCode source_code = GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().size());
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}
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std::unique_ptr<AbstractShader>
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ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
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{
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ShaderCode source_code = UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().size());
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}
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const AbstractShader* ShaderCache::InsertVertexShader(const VertexShaderUid& uid,
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std::unique_ptr<AbstractShader> shader)
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{
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auto& entry = m_vs_cache.shader_map[uid];
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entry.pending = false;
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if (shader && !entry.shader)
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{
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if (g_ActiveConfig.bShaderCache && shader->HasBinary())
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{
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auto binary = shader->GetBinary();
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if (!binary.empty())
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m_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
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}
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INCSTAT(stats.numVertexShadersCreated);
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INCSTAT(stats.numVertexShadersAlive);
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entry.shader = std::move(shader);
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}
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return entry.shader.get();
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}
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const AbstractShader* ShaderCache::InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
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std::unique_ptr<AbstractShader> shader)
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{
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auto& entry = m_uber_vs_cache.shader_map[uid];
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entry.pending = false;
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if (shader && !entry.shader)
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{
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if (g_ActiveConfig.bShaderCache && shader->HasBinary())
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{
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auto binary = shader->GetBinary();
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if (!binary.empty())
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m_uber_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
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}
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INCSTAT(stats.numVertexShadersCreated);
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INCSTAT(stats.numVertexShadersAlive);
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entry.shader = std::move(shader);
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}
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return entry.shader.get();
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}
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const AbstractShader* ShaderCache::InsertPixelShader(const PixelShaderUid& uid,
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std::unique_ptr<AbstractShader> shader)
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{
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auto& entry = m_ps_cache.shader_map[uid];
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entry.pending = false;
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if (shader && !entry.shader)
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{
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if (g_ActiveConfig.bShaderCache && shader->HasBinary())
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{
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auto binary = shader->GetBinary();
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if (!binary.empty())
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m_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
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}
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INCSTAT(stats.numPixelShadersCreated);
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INCSTAT(stats.numPixelShadersAlive);
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entry.shader = std::move(shader);
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}
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return entry.shader.get();
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}
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const AbstractShader* ShaderCache::InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
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std::unique_ptr<AbstractShader> shader)
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{
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auto& entry = m_uber_ps_cache.shader_map[uid];
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entry.pending = false;
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if (shader && !entry.shader)
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{
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if (g_ActiveConfig.bShaderCache && shader->HasBinary())
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{
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auto binary = shader->GetBinary();
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if (!binary.empty())
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m_uber_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
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}
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INCSTAT(stats.numPixelShadersCreated);
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INCSTAT(stats.numPixelShadersAlive);
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entry.shader = std::move(shader);
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}
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return entry.shader.get();
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}
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const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
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{
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ShaderCode source_code = GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
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std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Geometry, source_code.GetBuffer().c_str(), source_code.GetBuffer().size());
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auto& entry = m_gs_cache.shader_map[uid];
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entry.pending = false;
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if (shader && !entry.shader)
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{
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if (g_ActiveConfig.bShaderCache && shader->HasBinary())
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{
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auto binary = shader->GetBinary();
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if (!binary.empty())
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m_gs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
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}
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entry.shader = std::move(shader);
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}
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return entry.shader.get();
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}
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bool ShaderCache::NeedsGeometryShader(const GeometryShaderUid& uid) const
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{
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return m_host_config.backend_geometry_shaders && !uid.GetUidData()->IsPassthrough();
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}
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AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
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const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
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const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
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const RasterizationState& rasterization_state, const DepthState& depth_state,
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const BlendingState& blending_state)
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{
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AbstractPipelineConfig config = {};
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config.usage = AbstractPipelineUsage::GX;
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config.vertex_format = vertex_format;
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config.vertex_shader = vertex_shader;
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config.geometry_shader = geometry_shader;
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config.pixel_shader = pixel_shader;
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config.rasterization_state = rasterization_state;
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config.depth_state = depth_state;
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config.blending_state = blending_state;
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config.framebuffer_state.color_texture_format = AbstractTextureFormat::RGBA8;
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config.framebuffer_state.depth_texture_format = AbstractTextureFormat::D32F;
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config.framebuffer_state.per_sample_shading = m_host_config.ssaa;
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config.framebuffer_state.samples = m_efb_multisamples;
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return config;
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}
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std::optional<AbstractPipelineConfig> ShaderCache::GetGXPipelineConfig(const GXPipelineUid& config)
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{
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const AbstractShader* vs;
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auto vs_iter = m_vs_cache.shader_map.find(config.vs_uid);
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if (vs_iter != m_vs_cache.shader_map.end() && !vs_iter->second.pending)
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vs = vs_iter->second.shader.get();
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else
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vs = InsertVertexShader(config.vs_uid, CompileVertexShader(config.vs_uid));
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const AbstractShader* ps;
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auto ps_iter = m_ps_cache.shader_map.find(config.ps_uid);
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if (ps_iter != m_ps_cache.shader_map.end() && !ps_iter->second.pending)
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ps = ps_iter->second.shader.get();
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else
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ps = InsertPixelShader(config.ps_uid, CompilePixelShader(config.ps_uid));
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if (!vs || !ps)
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return {};
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const AbstractShader* gs = nullptr;
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if (NeedsGeometryShader(config.gs_uid))
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{
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auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
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if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
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gs = gs_iter->second.shader.get();
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else
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gs = CreateGeometryShader(config.gs_uid);
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if (!gs)
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return {};
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}
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return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
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config.depth_state, config.blending_state);
|
|
}
|
|
|
|
std::optional<AbstractPipelineConfig>
|
|
ShaderCache::GetGXUberPipelineConfig(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));
|
|
|
|
const AbstractShader* ps;
|
|
auto ps_iter = m_uber_ps_cache.shader_map.find(config.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(config.ps_uid, CompilePixelUberShader(config.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);
|
|
|
|
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);
|
|
|
|
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(VIDEO, "Read %u pipeline UIDs from %s",
|
|
static_cast<unsigned>(m_gx_pipeline_cache.size()), filename.c_str());
|
|
}
|
|
|
|
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 = {};
|
|
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;
|
|
|
|
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;
|
|
|
|
// Convert to disk format. Ensure all padding bytes are zero.
|
|
SerializedGXPipelineUid disk_uid;
|
|
std::memset(&disk_uid, 0, sizeof(disk_uid));
|
|
disk_uid.vertex_decl = config.vertex_format->GetVertexDeclaration();
|
|
disk_uid.vs_uid = config.vs_uid;
|
|
disk_uid.gs_uid = config.gs_uid;
|
|
disk_uid.ps_uid = config.ps_uid;
|
|
disk_uid.rasterization_state_bits = config.rasterization_state.hex;
|
|
disk_uid.depth_state_bits = config.depth_state.hex;
|
|
disk_uid.blending_state_bits = config.blending_state.hex;
|
|
if (!m_gx_pipeline_uid_cache_file.WriteBytes(&disk_uid, sizeof(disk_uid)))
|
|
{
|
|
WARN_LOG(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);
|
|
|
|
auto ps_it = shader_cache->m_ps_cache.shader_map.find(uid.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(uid.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->GetGXUberPipelineConfig(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);
|
|
|
|
auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(uid.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(uid.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::GetNoCullRasterizationState();
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthStencilState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
|
|
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;
|
|
|
|
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, puid);
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
std::string ShaderCache::GetUtilityShaderHeader() const
|
|
{
|
|
std::stringstream ss;
|
|
|
|
ss << "#define API_D3D " << (m_api_type == APIType::D3D ? 1 : 0) << "\n";
|
|
ss << "#define API_OPENGL " << (m_api_type == APIType::OpenGL ? 1 : 0) << "\n";
|
|
ss << "#define API_VULKAN " << (m_api_type == APIType::Vulkan ? 1 : 0) << "\n";
|
|
|
|
if (m_efb_multisamples > 1)
|
|
{
|
|
ss << "#define MSAA_ENABLED 1" << std::endl;
|
|
ss << "#define MSAA_SAMPLES " << m_efb_multisamples << std::endl;
|
|
if (m_host_config.ssaa)
|
|
ss << "#define SSAA_ENABLED 1" << std::endl;
|
|
}
|
|
|
|
ss << "#define EFB_LAYERS " << (m_host_config.stereo ? 2 : 1) << std::endl;
|
|
|
|
return ss.str();
|
|
}
|
|
} // namespace VideoCommon
|