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93865b327f
Currently, when immediately compile shaders is not enabled, the ubershaders will be placed before any specialized shaders in the compile queue in hybrid ubershaders mode. This means that Dolphin could potentially use the ubershaders for a longer time than it would have if we blocked startup until all shaders were compiled, leading to a drop in performance.
163 lines
6.5 KiB
C++
163 lines
6.5 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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#pragma once
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#include <array>
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#include <cstddef>
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#include <cstring>
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#include <map>
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#include <memory>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "Common/File.h"
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#include "Common/LinearDiskCache.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/GXPipelineTypes.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/UberShaderPixel.h"
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/VertexShaderGen.h"
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class NativeVertexFormat;
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namespace VideoCommon
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{
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class ShaderCache final
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{
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public:
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ShaderCache();
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~ShaderCache();
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// Perform at startup, create descriptor layouts, compiles all static shaders.
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bool Initialize();
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void Shutdown();
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// Changes the shader host config. Shaders will be reloaded if there are changes.
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void SetHostConfig(const ShaderHostConfig& host_config, u32 efb_multisamples);
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// Reloads/recreates all shaders and pipelines.
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void Reload();
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// Retrieves all pending shaders/pipelines from the async compiler.
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void RetrieveAsyncShaders();
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// Get utility shader header based on current config.
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std::string GetUtilityShaderHeader() const;
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// Accesses ShaderGen shader caches
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const AbstractPipeline* GetPipelineForUid(const GXPipelineUid& uid);
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const AbstractPipeline* GetUberPipelineForUid(const GXUberPipelineUid& uid);
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// Accesses ShaderGen shader caches asynchronously.
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// The optional will be empty if this pipeline is now background compiling.
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std::optional<const AbstractPipeline*> GetPipelineForUidAsync(const GXPipelineUid& uid);
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private:
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void WaitForAsyncCompiler();
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void LoadShaderCaches();
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void ClearShaderCaches();
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void LoadPipelineUIDCache();
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void ClosePipelineUIDCache();
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void CompileMissingPipelines();
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void InvalidateCachedPipelines();
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void ClearPipelineCaches();
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void QueueUberShaderPipelines();
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// GX shader compiler methods
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std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid) const;
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std::unique_ptr<AbstractShader>
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CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const;
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std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid) const;
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std::unique_ptr<AbstractShader>
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CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const;
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const AbstractShader* InsertVertexShader(const VertexShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertPixelShader(const PixelShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* CreateGeometryShader(const GeometryShaderUid& uid);
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bool NeedsGeometryShader(const GeometryShaderUid& uid) const;
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// GX pipeline compiler methods
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AbstractPipelineConfig
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GetGXPipelineConfig(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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std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXPipelineUid& uid);
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std::optional<AbstractPipelineConfig> GetGXUberPipelineConfig(const GXUberPipelineUid& uid);
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const AbstractPipeline* InsertGXPipeline(const GXPipelineUid& config,
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std::unique_ptr<AbstractPipeline> pipeline);
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const AbstractPipeline* InsertGXUberPipeline(const GXUberPipelineUid& config,
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std::unique_ptr<AbstractPipeline> pipeline);
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void AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid);
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void AppendGXPipelineUID(const GXPipelineUid& config);
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// ASync Compiler Methods
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void QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority);
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void QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority);
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void QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority);
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void QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority);
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void QueuePipelineCompile(const GXPipelineUid& uid, u32 priority);
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void QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority);
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// Priorities for compiling. The lower the value, the sooner the pipeline is compiled.
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// The shader cache is compiled last, as it is the least likely to be required. On demand
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// shaders are always compiled before pending ubershaders, as we want to use the ubershader
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// for as few frames as possible, otherwise we risk framerate drops.
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enum : u32
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{
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COMPILE_PRIORITY_ONDEMAND_PIPELINE = 100,
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COMPILE_PRIORITY_UBERSHADER_PIPELINE = 200,
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COMPILE_PRIORITY_SHADERCACHE_PIPELINE = 300
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};
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// Configuration bits.
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APIType m_api_type = APIType::Nothing;
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ShaderHostConfig m_host_config = {};
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u32 m_efb_multisamples = 1;
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std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
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// GX Shader Caches
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template <typename Uid>
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struct ShaderModuleCache
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{
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struct Shader
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{
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std::unique_ptr<AbstractShader> shader;
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bool pending;
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};
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std::map<Uid, Shader> shader_map;
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LinearDiskCache<Uid, u8> disk_cache;
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};
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ShaderModuleCache<VertexShaderUid> m_vs_cache;
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ShaderModuleCache<GeometryShaderUid> m_gs_cache;
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ShaderModuleCache<PixelShaderUid> m_ps_cache;
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ShaderModuleCache<UberShader::VertexShaderUid> m_uber_vs_cache;
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ShaderModuleCache<UberShader::PixelShaderUid> m_uber_ps_cache;
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// GX Pipeline Caches - .first - pipeline, .second - pending
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std::map<GXPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>> m_gx_pipeline_cache;
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std::map<GXUberPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
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m_gx_uber_pipeline_cache;
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File::IOFile m_gx_pipeline_uid_cache_file;
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};
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} // namespace VideoCommon
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extern std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
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