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Move shader caches to VideoCommon
This commit is contained in:
parent
24df896eb8
commit
dec0c3bce8
48 changed files with 1448 additions and 3346 deletions
913
Source/Core/VideoCommon/ShaderCache.cpp
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913
Source/Core/VideoCommon/ShaderCache.cpp
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// 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/MsgHandler.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 = std::make_unique<VideoCommon::AsyncShaderCompiler>();
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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.CanPrecompileUberShaders())
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PrecompileUberShaders();
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// Compile all known UIDs.
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CompileMissingPipelines();
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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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m_async_shader_compiler->WaitUntilCompletion();
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m_async_shader_compiler->RetrieveWorkItems();
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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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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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m_async_shader_compiler->StopWorkerThreads();
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m_async_shader_compiler->RetrieveWorkItems();
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ClearShaderCaches();
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ClearPipelineCaches();
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}
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const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineConfig& 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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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)
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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*>
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ShaderCache::GetPipelineForUidAsync(const GXPipelineConfig& 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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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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auto vs_iter = m_vs_cache.shader_map.find(uid.vs_uid);
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if (vs_iter == m_vs_cache.shader_map.end())
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{
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QueueVertexShaderCompile(uid.vs_uid);
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return {};
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}
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else if (vs_iter->second.pending)
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{
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// VS is still compiling.
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return {};
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}
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auto ps_iter = m_ps_cache.shader_map.find(uid.ps_uid);
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if (ps_iter == m_ps_cache.shader_map.end())
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{
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QueuePixelShaderCompile(uid.ps_uid);
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return {};
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}
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else if (ps_iter->second.pending)
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{
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// PS is still compiling.
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return {};
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}
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if (NeedsGeometryShader(uid.gs_uid))
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{
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auto gs_iter = m_gs_cache.shader_map.find(uid.gs_uid);
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if (gs_iter == m_gs_cache.shader_map.end())
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CreateGeometryShader(uid.gs_uid);
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}
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// All shader stages are present, queue the pipeline compile.
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if (g_ActiveConfig.bShaderCache)
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AppendGXPipelineUID(uid);
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QueuePipelineCompile(uid);
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return {};
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}
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const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineConfig& 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(const std::string& msg)
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{
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m_async_shader_compiler->WaitUntilCompletion([&msg](size_t completed, size_t total) {
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Host_UpdateProgressDialog(msg.c_str(), 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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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::LoadPipelineUIDCache()
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{
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// We use the async compiler here to speed up startup time.
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class CacheReader : public LinearDiskCacheReader<GXPipelineDiskCacheUid, u8>
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{
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public:
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CacheReader(ShaderCache* shader_cache_) : shader_cache(shader_cache_) {}
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void Read(const GXPipelineDiskCacheUid& key, const u8* data, u32 data_size)
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{
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GXPipelineConfig config = {};
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config.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(key.vertex_decl);
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config.vs_uid = key.vs_uid;
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config.gs_uid = key.gs_uid;
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config.ps_uid = key.ps_uid;
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config.rasterization_state.hex = key.rasterization_state_bits;
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config.depth_state.hex = key.depth_state_bits;
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config.blending_state.hex = key.blending_state_bits;
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auto iter = shader_cache->m_gx_pipeline_cache.find(config);
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if (iter != shader_cache->m_gx_pipeline_cache.end())
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return;
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auto& entry = shader_cache->m_gx_pipeline_cache[config];
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entry.second = false;
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}
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private:
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ShaderCache* shader_cache;
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};
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std::string filename = GetDiskShaderCacheFileName(m_api_type, "pipeline-uid", true, false, false);
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CacheReader reader(this);
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u32 count = m_gx_pipeline_uid_disk_cache.OpenAndRead(filename, reader);
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INFO_LOG(VIDEO, "Read %u pipeline UIDs from %s", count, filename.c_str());
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CompileMissingPipelines();
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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);
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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);
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}
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WaitForAsyncCompiler(GetStringT("Compiling shaders..."));
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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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{
|
||||
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().c_str(), source_code.GetBuffer().size());
|
||||
|
||||
auto& entry = m_gs_cache.shader_map[uid];
|
||||
entry.pending = false;
|
||||
|
||||
if (shader && !entry.shader)
|
||||
{
|
||||
if (g_ActiveConfig.bShaderCache && shader->HasBinary())
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
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.color_texture_format = AbstractTextureFormat::RGBA8;
|
||||
config.framebuffer_state.depth_texture_format = AbstractTextureFormat::D32F;
|
||||
config.framebuffer_state.per_sample_shading = m_host_config.ssaa;
|
||||
config.framebuffer_state.samples = m_efb_multisamples;
|
||||
return config;
|
||||
}
|
||||
|
||||
std::optional<AbstractPipelineConfig>
|
||||
ShaderCache::GetGXPipelineConfig(const GXPipelineConfig& 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));
|
||||
|
||||
const AbstractShader* ps;
|
||||
auto ps_iter = m_ps_cache.shader_map.find(config.ps_uid);
|
||||
if (ps_iter != m_ps_cache.shader_map.end() && !ps_iter->second.pending)
|
||||
ps = ps_iter->second.shader.get();
|
||||
else
|
||||
ps = InsertPixelShader(config.ps_uid, CompilePixelShader(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);
|
||||
}
|
||||
|
||||
std::optional<AbstractPipelineConfig>
|
||||
ShaderCache::GetGXUberPipelineConfig(const GXUberPipelineConfig& 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 GXPipelineConfig& 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 GXUberPipelineConfig& 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::AppendGXPipelineUID(const GXPipelineConfig& config)
|
||||
{
|
||||
// Convert to disk format.
|
||||
GXPipelineDiskCacheUid 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;
|
||||
m_gx_pipeline_uid_disk_cache.Append(disk_uid, nullptr, 0);
|
||||
}
|
||||
|
||||
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
virtual 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));
|
||||
}
|
||||
|
||||
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
virtual 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));
|
||||
}
|
||||
|
||||
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
virtual 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));
|
||||
}
|
||||
|
||||
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
virtual 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));
|
||||
}
|
||||
|
||||
void ShaderCache::QueuePipelineCompile(const GXPipelineConfig& uid)
|
||||
{
|
||||
class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineConfig& uid_,
|
||||
const AbstractPipelineConfig& config_)
|
||||
: shader_cache(shader_cache_), uid(uid_), config(config_)
|
||||
{
|
||||
}
|
||||
|
||||
bool Compile() override
|
||||
{
|
||||
pipeline = g_renderer->CreatePipeline(config);
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual void Retrieve() override { shader_cache->InsertGXPipeline(uid, std::move(pipeline)); }
|
||||
private:
|
||||
ShaderCache* shader_cache;
|
||||
std::unique_ptr<AbstractPipeline> pipeline;
|
||||
GXPipelineConfig uid;
|
||||
AbstractPipelineConfig config;
|
||||
};
|
||||
|
||||
auto config = GetGXPipelineConfig(uid);
|
||||
if (!config)
|
||||
{
|
||||
// One or more stages failed to compile.
|
||||
InsertGXPipeline(uid, nullptr);
|
||||
return;
|
||||
}
|
||||
|
||||
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, *config);
|
||||
m_async_shader_compiler->QueueWorkItem(std::move(wi));
|
||||
m_gx_pipeline_cache[uid].second = true;
|
||||
}
|
||||
|
||||
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineConfig& uid)
|
||||
{
|
||||
class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineConfig& uid_,
|
||||
const AbstractPipelineConfig& config_)
|
||||
: shader_cache(shader_cache_), uid(uid_), config(config_)
|
||||
{
|
||||
}
|
||||
|
||||
bool Compile() override
|
||||
{
|
||||
pipeline = g_renderer->CreatePipeline(config);
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual void Retrieve() override
|
||||
{
|
||||
shader_cache->InsertGXUberPipeline(uid, std::move(pipeline));
|
||||
}
|
||||
|
||||
private:
|
||||
ShaderCache* shader_cache;
|
||||
std::unique_ptr<AbstractPipeline> pipeline;
|
||||
GXUberPipelineConfig uid;
|
||||
AbstractPipelineConfig config;
|
||||
};
|
||||
|
||||
auto config = GetGXUberPipelineConfig(uid);
|
||||
if (!config)
|
||||
{
|
||||
// One or more stages failed to compile.
|
||||
InsertGXUberPipeline(uid, nullptr);
|
||||
return;
|
||||
}
|
||||
|
||||
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, *config);
|
||||
m_async_shader_compiler->QueueWorkItem(std::move(wi));
|
||||
m_gx_uber_pipeline_cache[uid].second = true;
|
||||
}
|
||||
|
||||
void ShaderCache::PrecompileUberShaders()
|
||||
{
|
||||
// Geometry shaders are required for the pipelines.
|
||||
if (m_host_config.backend_geometry_shaders)
|
||||
{
|
||||
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
|
||||
auto iter = m_gs_cache.shader_map.find(guid);
|
||||
if (iter == m_gs_cache.shader_map.end())
|
||||
CreateGeometryShader(guid);
|
||||
});
|
||||
}
|
||||
|
||||
// Queue shader compiling.
|
||||
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
|
||||
auto iter = m_uber_vs_cache.shader_map.find(vuid);
|
||||
if (iter == m_uber_vs_cache.shader_map.end())
|
||||
QueueVertexUberShaderCompile(vuid);
|
||||
});
|
||||
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
|
||||
auto iter = m_uber_ps_cache.shader_map.find(puid);
|
||||
if (iter == m_uber_ps_cache.shader_map.end())
|
||||
QueuePixelUberShaderCompile(puid);
|
||||
});
|
||||
|
||||
// Wait for shaders to finish compiling.
|
||||
WaitForAsyncCompiler(GetStringT("Compiling uber shaders..."));
|
||||
|
||||
// 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) {
|
||||
GXUberPipelineConfig 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)
|
||||
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
|
Loading…
Add table
Add a link
Reference in a new issue