Backport non-seperable disk shader from android (#5976)
* VideoCore: Backport Shader cache for non separable shaders android: disk_shader_cache: remove redundant lookup * disk_shader_cache: dont compile dumped shaders * cleanup Seperable shader loading * gl_shader_disk_cache.cpp: remove redundant checks * Skip compiling non seperable raws * gl_shader_manager.cpp: Skip `GLAD_GL_ARB_get_program_binary` check on GLES
This commit is contained in:
parent
e31f5727f7
commit
b5ac9e4946
8 changed files with 351 additions and 154 deletions
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@ -22,7 +22,7 @@ void RendererBase::RefreshRasterizerSetting() {
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opengl_rasterizer_active = hw_renderer_enabled;
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if (hw_renderer_enabled) {
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rasterizer = std::make_unique<OpenGL::RasterizerOpenGL>();
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rasterizer = std::make_unique<OpenGL::RasterizerOpenGL>(render_window);
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} else {
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rasterizer = std::make_unique<VideoCore::SWRasterizer>();
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}
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@ -48,7 +48,7 @@ static bool IsVendorIntel() {
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return gpu_vendor == "Intel Inc.";
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}
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RasterizerOpenGL::RasterizerOpenGL()
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RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& emu_window)
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: is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false),
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@ -172,15 +172,16 @@ RasterizerOpenGL::RasterizerOpenGL()
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#ifdef __APPLE__
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if (IsVendorIntel()) {
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shader_program_manager = std::make_unique<ShaderProgramManager>(
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emu_window,
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VideoCore::g_separable_shader_enabled ? GLAD_GL_ARB_separate_shader_objects : false,
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is_amd);
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} else {
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shader_program_manager =
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std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
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shader_program_manager = std::make_unique<ShaderProgramManager>(
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emu_window, GLAD_GL_ARB_separate_shader_objects, is_amd);
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}
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#else
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shader_program_manager =
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std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
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shader_program_manager = std::make_unique<ShaderProgramManager>(
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emu_window, GLAD_GL_ARB_separate_shader_objects, is_amd);
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#endif
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glEnable(GL_BLEND);
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@ -38,7 +38,7 @@ class ShaderProgramManager;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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explicit RasterizerOpenGL();
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explicit RasterizerOpenGL(Frontend::EmuWindow& emu_window);
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~RasterizerOpenGL() override;
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void LoadDiskResources(const std::atomic_bool& stop_loading,
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@ -171,7 +171,7 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
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}
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std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>, ShaderDumpsMap>
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ShaderDiskCache::LoadPrecompiled() {
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ShaderDiskCache::LoadPrecompiled(bool compressed) {
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if (!IsUsable())
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return {};
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@ -182,7 +182,7 @@ ShaderDiskCache::LoadPrecompiled() {
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return {};
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}
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const auto result = LoadPrecompiledFile(file);
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const auto result = LoadPrecompiledFile(file, compressed);
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if (!result) {
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LOG_INFO(Render_OpenGL,
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"Failed to load precompiled cache for game with title id={} - removing",
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@ -195,12 +195,18 @@ ShaderDiskCache::LoadPrecompiled() {
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}
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std::optional<std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>, ShaderDumpsMap>>
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ShaderDiskCache::LoadPrecompiledFile(FileUtil::IOFile& file) {
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ShaderDiskCache::LoadPrecompiledFile(FileUtil::IOFile& file, bool compressed) {
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// Read compressed file from disk and decompress to virtual precompiled cache file
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std::vector<u8> compressed(file.GetSize());
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file.ReadBytes(compressed.data(), compressed.size());
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const std::vector<u8> decompressed = Common::Compression::DecompressDataZSTD(compressed);
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SaveArrayToPrecompiled(decompressed.data(), decompressed.size());
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std::vector<u8> precompiled_file(file.GetSize());
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file.ReadBytes(precompiled_file.data(), precompiled_file.size());
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if (compressed) {
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const std::vector<u8> decompressed =
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Common::Compression::DecompressDataZSTD(precompiled_file);
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SaveArrayToPrecompiled(decompressed.data(), decompressed.size());
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} else {
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SaveArrayToPrecompiled(precompiled_file.data(), precompiled_file.size());
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}
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decompressed_precompiled_cache_offset = 0;
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ShaderCacheVersionHash file_hash{};
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@ -293,9 +299,25 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCache::LoadDecompiledEntry()
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return entry;
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}
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bool ShaderDiskCache::SaveDecompiledFile(u64 unique_identifier,
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const ShaderDecompiler::ProgramResult& result,
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bool sanitize_mul) {
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void ShaderDiskCache::SaveDecompiledToFile(FileUtil::IOFile& file, u64 unique_identifier,
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const ShaderDecompiler::ProgramResult& result,
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bool sanitize_mul) {
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if (!IsUsable())
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return;
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if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled)) != 1 ||
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file.WriteObject(unique_identifier) != 1 || file.WriteObject(sanitize_mul) != 1 ||
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file.WriteObject(static_cast<u32>(result.code.size())) != 1 ||
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file.WriteArray(result.code.data(), result.code.size()) != result.code.size()) {
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LOG_ERROR(Render_OpenGL, "Failed to save decompiled cache entry - removing");
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file.Close();
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InvalidatePrecompiled();
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}
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}
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bool ShaderDiskCache::SaveDecompiledToCache(u64 unique_identifier,
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const ShaderDecompiler::ProgramResult& result,
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bool sanitize_mul) {
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if (!SaveObjectToPrecompiled(static_cast<u32>(PrecompiledEntryKind::Decompiled)) ||
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!SaveObjectToPrecompiled(unique_identifier) || !SaveObjectToPrecompiled(sanitize_mul) ||
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!SaveObjectToPrecompiled(static_cast<u32>(result.code.size())) ||
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@ -315,7 +337,7 @@ void ShaderDiskCache::InvalidateAll() {
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}
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void ShaderDiskCache::InvalidatePrecompiled() {
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// Clear virtaul precompiled cache file
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// Clear virtual precompiled cache file
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decompressed_precompiled_cache.resize(0);
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if (!FileUtil::Delete(GetPrecompiledPath())) {
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@ -351,11 +373,11 @@ void ShaderDiskCache::SaveDecompiled(u64 unique_identifier,
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if (!IsUsable())
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return;
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if (decompressed_precompiled_cache.size() == 0) {
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if (decompressed_precompiled_cache.empty()) {
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SavePrecompiledHeaderToVirtualPrecompiledCache();
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}
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if (!SaveDecompiledFile(unique_identifier, code, sanitize_mul)) {
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if (!SaveDecompiledToCache(unique_identifier, code, sanitize_mul)) {
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LOG_ERROR(Render_OpenGL,
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"Failed to save decompiled entry to the precompiled file - removing");
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InvalidatePrecompiled();
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@ -385,6 +407,37 @@ void ShaderDiskCache::SaveDump(u64 unique_identifier, GLuint program) {
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}
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}
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void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool sanitize_mul) {
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if (!IsUsable())
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return;
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FileUtil::IOFile file = AppendPrecompiledFile();
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if (!file.IsOpen())
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return;
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GLint binary_length{};
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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GLenum binary_format{};
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std::vector<u8> binary(binary_length);
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glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
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if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 ||
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file.WriteObject(unique_identifier) != 1 ||
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file.WriteObject(static_cast<u32>(binary_format)) != 1 ||
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file.WriteObject(static_cast<u32>(binary_length)) != 1 ||
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file.WriteArray(binary.data(), binary.size()) != binary.size()) {
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LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing",
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unique_identifier);
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InvalidatePrecompiled();
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return;
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}
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// SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
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// probably change the header in SaveDump
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SaveDecompiledToFile(file, unique_identifier, {}, sanitize_mul);
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}
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bool ShaderDiskCache::IsUsable() const {
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return tried_to_load && Settings::values.use_disk_shader_cache;
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}
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@ -412,6 +465,30 @@ FileUtil::IOFile ShaderDiskCache::AppendTransferableFile() {
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return file;
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}
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FileUtil::IOFile ShaderDiskCache::AppendPrecompiledFile() {
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if (!EnsureDirectories())
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return {};
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const auto precompiled_path{GetPrecompiledPath()};
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const bool existed = FileUtil::Exists(precompiled_path);
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FileUtil::IOFile file(precompiled_path, "ab");
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if (!file.IsOpen()) {
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LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
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return {};
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}
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if (!existed || file.GetSize() == 0) {
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// If the file didn't exist, write its version
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const auto hash{GetShaderCacheVersionHash()};
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if (file.WriteArray(hash.data(), hash.size()) != hash.size()) {
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LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
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precompiled_path);
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return {};
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}
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}
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return file;
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}
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void ShaderDiskCache::SavePrecompiledHeaderToVirtualPrecompiledCache() {
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const auto hash{GetShaderCacheVersionHash()};
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if (!SaveArrayToPrecompiled(hash.data(), hash.size())) {
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@ -451,7 +528,7 @@ bool ShaderDiskCache::EnsureDirectories() const {
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return CreateDir(FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir)) &&
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CreateDir(GetBaseDir()) && CreateDir(GetTransferableDir()) &&
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CreateDir(GetPrecompiledDir());
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CreateDir(GetPrecompiledDir()) && CreateDir(GetPrecompiledShaderDir());
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}
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std::string ShaderDiskCache::GetTransferablePath() {
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@ -459,7 +536,7 @@ std::string ShaderDiskCache::GetTransferablePath() {
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}
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std::string ShaderDiskCache::GetPrecompiledPath() {
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return FileUtil::SanitizePath(GetPrecompiledDir() + DIR_SEP_CHR + GetTitleID() + ".bin");
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return FileUtil::SanitizePath(GetPrecompiledShaderDir() + DIR_SEP_CHR + GetTitleID() + ".bin");
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}
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std::string ShaderDiskCache::GetTransferableDir() const {
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@ -470,6 +547,13 @@ std::string ShaderDiskCache::GetPrecompiledDir() const {
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return GetBaseDir() + DIR_SEP "precompiled";
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}
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std::string ShaderDiskCache::GetPrecompiledShaderDir() const {
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if (separable) {
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return GetPrecompiledDir() + DIR_SEP "separable";
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}
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return GetPrecompiledDir() + DIR_SEP "conventional";
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}
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std::string ShaderDiskCache::GetBaseDir() const {
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return FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir) + DIR_SEP "opengl";
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}
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@ -97,7 +97,7 @@ public:
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std::optional<std::vector<ShaderDiskCacheRaw>> LoadTransferable();
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/// Loads current game's precompiled cache. Invalidates on failure.
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std::pair<ShaderDecompiledMap, ShaderDumpsMap> LoadPrecompiled();
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std::pair<ShaderDecompiledMap, ShaderDumpsMap> LoadPrecompiled(bool compressed);
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/// Removes the transferable (and precompiled) cache file.
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void InvalidateAll();
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/// Saves a dump entry to the precompiled file. Does not check for collisions.
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void SaveDump(u64 unique_identifier, GLuint program);
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/// Saves a dump entry to the precompiled file. Does not check for collisions.
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void SaveDumpToFile(u64 unique_identifier, GLuint program, bool sanitize_mul);
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/// Serializes virtual precompiled shader cache file to real file
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void SaveVirtualPrecompiledFile();
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private:
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/// Loads the transferable cache. Returns empty on failure.
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std::optional<std::pair<ShaderDecompiledMap, ShaderDumpsMap>> LoadPrecompiledFile(
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FileUtil::IOFile& file);
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FileUtil::IOFile& file, bool compressed);
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/// Loads a decompiled cache entry from m_precompiled_cache_virtual_file. Returns empty on
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/// failure.
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std::optional<ShaderDiskCacheDecompiled> LoadDecompiledEntry();
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/// Saves a decompiled entry to the passed file. Returns true on success.
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bool SaveDecompiledFile(u64 unique_identifier, const ShaderDecompiler::ProgramResult& code,
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bool sanitize_mul);
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/// Saves a decompiled entry to the passed file. Does not check for collisions.
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void SaveDecompiledToFile(FileUtil::IOFile& file, u64 unique_identifier,
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const ShaderDecompiler::ProgramResult& code, bool sanitize_mul);
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/// Saves a decompiled entry to the virtual precompiled cache. Does not check for collisions.
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bool SaveDecompiledToCache(u64 unique_identifier, const ShaderDecompiler::ProgramResult& code,
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bool sanitize_mul);
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/// Returns if the cache can be used
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bool IsUsable() const;
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/// Get user's precompiled directory path
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std::string GetPrecompiledDir() const;
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std::string GetPrecompiledShaderDir() const;
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/// Get user's shader directory path
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std::string GetBaseDir() const;
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@ -197,7 +206,7 @@ private:
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return LoadArrayFromPrecompiled(&object, 1);
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}
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// Stores whole precompiled cache which will be read from or saved to the precompiled chache
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// Stores whole precompiled cache which will be read from or saved to the precompiled cache
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// file
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std::vector<u8> decompressed_precompiled_cache;
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// Stores the current offset of the precompiled cache file for IO purposes
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@ -213,6 +222,8 @@ private:
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u64 program_id{};
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std::string title_id;
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FileUtil::IOFile AppendPrecompiledFile();
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};
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} // namespace OpenGL
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@ -8,8 +8,10 @@
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#include <boost/functional/hash.hpp>
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#include <boost/variant.hpp>
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#include "core/core.h"
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#include "core/frontend/scope_acquire_context.h"
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_vars.h"
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#include "video_core/video_core.h"
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namespace OpenGL {
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@ -26,7 +28,8 @@ static u64 GetUniqueIdentifier(const Pica::Regs& regs, const ProgramCode& code)
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}
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static OGLProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
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const std::set<GLenum>& supported_formats) {
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const std::set<GLenum>& supported_formats,
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bool separable) {
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if (supported_formats.find(dump.binary_format) == supported_formats.end()) {
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LOG_INFO(Render_OpenGL, "Precompiled cache entry with unsupported format - removing");
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@ -35,7 +38,9 @@ static OGLProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
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auto shader = OGLProgram();
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shader.handle = glCreateProgram();
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glProgramParameteri(shader.handle, GL_PROGRAM_SEPARABLE, GL_TRUE);
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if (separable) {
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glProgramParameteri(shader.handle, GL_PROGRAM_SEPARABLE, GL_TRUE);
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}
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glProgramBinary(shader.handle, dump.binary_format, dump.binary.data(),
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static_cast<GLsizei>(dump.binary.size()));
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shaders.emplace(key, std::move(stage));
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}
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void Inject(const KeyConfigType& key, OGLShaderStage&& stage) {
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shaders.emplace(key, std::move(stage));
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}
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private:
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bool separable;
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std::unordered_map<KeyConfigType, OGLShaderStage> shaders;
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@ -294,6 +303,12 @@ public:
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shader_map.insert_or_assign(key, &cached_shader);
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}
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void Inject(const KeyConfigType& key, std::string decomp, OGLShaderStage&& stage) {
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const auto iter = shader_cache.emplace(std::move(decomp), std::move(stage)).first;
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OGLShaderStage& cached_shader = iter->second;
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shader_map.insert_or_assign(key, &cached_shader);
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}
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private:
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bool separable;
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std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map;
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@ -323,6 +338,10 @@ public:
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GLuint gs = 0;
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GLuint fs = 0;
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std::size_t vs_hash = 0;
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std::size_t gs_hash = 0;
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std::size_t fs_hash = 0;
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bool operator==(const ShaderTuple& rhs) const {
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return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs);
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}
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@ -331,15 +350,13 @@ public:
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return std::tie(vs, gs, fs) != std::tie(rhs.vs, rhs.gs, rhs.fs);
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}
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struct Hash {
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std::size_t operator()(const ShaderTuple& tuple) const {
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std::size_t hash = 0;
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boost::hash_combine(hash, tuple.vs);
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boost::hash_combine(hash, tuple.gs);
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boost::hash_combine(hash, tuple.fs);
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return hash;
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}
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};
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std::size_t GetConfigHash() const {
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std::size_t hash = 0;
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boost::hash_combine(hash, vs_hash);
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boost::hash_combine(hash, gs_hash);
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boost::hash_combine(hash, fs_hash);
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return hash;
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}
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};
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bool is_amd;
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@ -353,13 +370,14 @@ public:
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FixedGeometryShaders fixed_geometry_shaders;
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FragmentShaders fragment_shaders;
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std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
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std::unordered_map<u64, OGLProgram> program_cache;
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OGLPipeline pipeline;
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ShaderDiskCache disk_cache;
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};
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|
||||
ShaderProgramManager::ShaderProgramManager(bool separable, bool is_amd)
|
||||
: impl(std::make_unique<Impl>(separable, is_amd)) {}
|
||||
ShaderProgramManager::ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable,
|
||||
bool is_amd)
|
||||
: impl(std::make_unique<Impl>(separable, is_amd)), emu_window{emu_window_} {}
|
||||
|
||||
ShaderProgramManager::~ShaderProgramManager() = default;
|
||||
|
||||
|
@ -370,6 +388,8 @@ bool ShaderProgramManager::UseProgrammableVertexShader(const Pica::Regs& regs,
|
|||
if (handle == 0)
|
||||
return false;
|
||||
impl->current.vs = handle;
|
||||
impl->current.vs_hash = config.Hash();
|
||||
|
||||
// Save VS to the disk cache if its a new shader
|
||||
if (result) {
|
||||
auto& disk_cache = impl->disk_cache;
|
||||
|
@ -380,28 +400,33 @@ bool ShaderProgramManager::UseProgrammableVertexShader(const Pica::Regs& regs,
|
|||
const ShaderDiskCacheRaw raw{unique_identifier, ProgramType::VS, regs,
|
||||
std::move(program_code)};
|
||||
disk_cache.SaveRaw(raw);
|
||||
disk_cache.SaveDecompiled(unique_identifier, *result, VideoCore::g_hw_shader_accurate_mul);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseTrivialVertexShader() {
|
||||
impl->current.vs = impl->trivial_vertex_shader.Get();
|
||||
impl->current.vs_hash = 0;
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseFixedGeometryShader(const Pica::Regs& regs) {
|
||||
PicaFixedGSConfig gs_config(regs);
|
||||
auto [handle, _] = impl->fixed_geometry_shaders.Get(gs_config);
|
||||
impl->current.gs = handle;
|
||||
impl->current.gs_hash = gs_config.Hash();
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseTrivialGeometryShader() {
|
||||
impl->current.gs = 0;
|
||||
impl->current.gs_hash = 0;
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseFragmentShader(const Pica::Regs& regs) {
|
||||
PicaFSConfig config = PicaFSConfig::BuildFromRegs(regs);
|
||||
auto [handle, result] = impl->fragment_shaders.Get(config);
|
||||
impl->current.fs = handle;
|
||||
impl->current.fs_hash = config.Hash();
|
||||
// Save FS to the disk cache if its a new shader
|
||||
if (result) {
|
||||
auto& disk_cache = impl->disk_cache;
|
||||
|
@ -429,9 +454,14 @@ void ShaderProgramManager::ApplyTo(OpenGLState& state) {
|
|||
state.draw.shader_program = 0;
|
||||
state.draw.program_pipeline = impl->pipeline.handle;
|
||||
} else {
|
||||
OGLProgram& cached_program = impl->program_cache[impl->current];
|
||||
const u64 unique_identifier = impl->current.GetConfigHash();
|
||||
OGLProgram& cached_program = impl->program_cache[unique_identifier];
|
||||
if (cached_program.handle == 0) {
|
||||
cached_program.Create(false, {impl->current.vs, impl->current.gs, impl->current.fs});
|
||||
auto& disk_cache = impl->disk_cache;
|
||||
disk_cache.SaveDumpToFile(unique_identifier, cached_program.handle,
|
||||
VideoCore::g_hw_shader_accurate_mul);
|
||||
|
||||
SetShaderUniformBlockBindings(cached_program.handle);
|
||||
SetShaderSamplerBindings(cached_program.handle);
|
||||
}
|
||||
|
@ -441,12 +471,7 @@ void ShaderProgramManager::ApplyTo(OpenGLState& state) {
|
|||
|
||||
void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
||||
const VideoCore::DiskResourceLoadCallback& callback) {
|
||||
if (!impl->separable) {
|
||||
LOG_ERROR(Render_OpenGL,
|
||||
"Cannot load disk cache as separate shader programs are unsupported!");
|
||||
return;
|
||||
}
|
||||
if (!GLAD_GL_ARB_get_program_binary) {
|
||||
if (!GLAD_GL_ARB_get_program_binary && !GLES) {
|
||||
LOG_ERROR(Render_OpenGL,
|
||||
"Cannot load disk cache as ARB_get_program_binary is not supported!");
|
||||
return;
|
||||
|
@ -459,7 +484,9 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
}
|
||||
const auto& raws = *transferable;
|
||||
|
||||
auto [decompiled, dumps] = disk_cache.LoadPrecompiled();
|
||||
// Load uncompressed precompiled file for non-separable shaders.
|
||||
// Precompiled file for separable shaders is compressed.
|
||||
auto [decompiled, dumps] = disk_cache.LoadPrecompiled(impl->separable);
|
||||
|
||||
if (stop_loading) {
|
||||
return;
|
||||
|
@ -478,125 +505,179 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
}
|
||||
std::vector<std::size_t> load_raws_index;
|
||||
// Loads both decompiled and precompiled shaders from the cache. If either one is missing for
|
||||
const auto LoadPrecompiledWorker =
|
||||
[&](std::size_t begin, std::size_t end, const std::vector<ShaderDiskCacheRaw>& raw_cache,
|
||||
const ShaderDecompiledMap& decompiled_map, const ShaderDumpsMap& dump_map) {
|
||||
for (std::size_t i = 0; i < end; ++i) {
|
||||
if (stop_loading || compilation_failed) {
|
||||
return;
|
||||
}
|
||||
const auto& raw{raw_cache[i]};
|
||||
const u64 unique_identifier{raw.GetUniqueIdentifier()};
|
||||
|
||||
const u64 calculated_hash =
|
||||
GetUniqueIdentifier(raw.GetRawShaderConfig(), raw.GetProgramCode());
|
||||
if (unique_identifier != calculated_hash) {
|
||||
LOG_ERROR(Render_OpenGL,
|
||||
"Invalid hash in entry={:016x} (obtained hash={:016x}) - removing "
|
||||
"shader cache",
|
||||
raw.GetUniqueIdentifier(), calculated_hash);
|
||||
disk_cache.InvalidateAll();
|
||||
return;
|
||||
}
|
||||
|
||||
const auto dump{dump_map.find(unique_identifier)};
|
||||
const auto decomp{decompiled_map.find(unique_identifier)};
|
||||
|
||||
OGLProgram shader;
|
||||
|
||||
if (dump != dump_map.end() && decomp != decompiled_map.end()) {
|
||||
// Only load this shader if its sanitize_mul setting matches
|
||||
if (raw.GetProgramType() == ProgramType::VS &&
|
||||
decomp->second.sanitize_mul != VideoCore::g_hw_shader_accurate_mul) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the shader is dumped, attempt to load it
|
||||
shader = GeneratePrecompiledProgram(dump->second, supported_formats);
|
||||
if (shader.handle == 0) {
|
||||
// If any shader failed, stop trying to compile, delete the cache, and start
|
||||
// loading from raws
|
||||
compilation_failed = true;
|
||||
return;
|
||||
}
|
||||
// we have both the binary shader and the decompiled, so inject it into the
|
||||
// cache
|
||||
if (raw.GetProgramType() == ProgramType::VS) {
|
||||
auto [conf, setup] = BuildVSConfigFromRaw(raw);
|
||||
std::scoped_lock lock(mutex);
|
||||
|
||||
impl->programmable_vertex_shaders.Inject(conf, decomp->second.result.code,
|
||||
std::move(shader));
|
||||
} else if (raw.GetProgramType() == ProgramType::FS) {
|
||||
PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
|
||||
std::scoped_lock lock(mutex);
|
||||
impl->fragment_shaders.Inject(conf, std::move(shader));
|
||||
} else {
|
||||
// Unsupported shader type got stored somehow so nuke the cache
|
||||
|
||||
LOG_CRITICAL(Frontend, "failed to load raw programtype {}",
|
||||
raw.GetProgramType());
|
||||
compilation_failed = true;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// Since precompiled didn't have the dump, we'll load them in the next phase
|
||||
std::scoped_lock lock(mutex);
|
||||
load_raws_index.push_back(i);
|
||||
}
|
||||
if (callback) {
|
||||
callback(VideoCore::LoadCallbackStage::Decompile, i, raw_cache.size());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
LoadPrecompiledWorker(0, raws.size(), raws, decompiled, dumps);
|
||||
|
||||
if (compilation_failed) {
|
||||
// Invalidate the precompiled cache if a shader dumped shader was rejected
|
||||
disk_cache.InvalidatePrecompiled();
|
||||
dumps.clear();
|
||||
precompiled_cache_altered = true;
|
||||
}
|
||||
|
||||
if (callback) {
|
||||
callback(VideoCore::LoadCallbackStage::Build, 0, raws.size());
|
||||
}
|
||||
|
||||
compilation_failed = false;
|
||||
|
||||
const auto LoadTransferable = [&](std::size_t begin, std::size_t end,
|
||||
const std::vector<ShaderDiskCacheRaw>& raw_cache) {
|
||||
for (std::size_t i = 0; i < end; ++i) {
|
||||
const auto LoadPrecompiledShader = [&](std::size_t begin, std::size_t end,
|
||||
const std::vector<ShaderDiskCacheRaw>& raw_cache,
|
||||
const ShaderDecompiledMap& decompiled_map,
|
||||
const ShaderDumpsMap& dump_map) {
|
||||
for (std::size_t i = begin; i < end; ++i) {
|
||||
if (stop_loading || compilation_failed) {
|
||||
return;
|
||||
}
|
||||
const auto& raw{raw_cache[i]};
|
||||
const u64 unique_identifier{raw.GetUniqueIdentifier()};
|
||||
|
||||
const u64 calculated_hash =
|
||||
GetUniqueIdentifier(raw.GetRawShaderConfig(), raw.GetProgramCode());
|
||||
if (unique_identifier != calculated_hash) {
|
||||
LOG_ERROR(Render_OpenGL,
|
||||
"Invalid hash in entry={:016x} (obtained hash={:016x}) - removing "
|
||||
"shader cache",
|
||||
raw.GetUniqueIdentifier(), calculated_hash);
|
||||
disk_cache.InvalidateAll();
|
||||
return;
|
||||
}
|
||||
|
||||
const auto dump{dump_map.find(unique_identifier)};
|
||||
const auto decomp{decompiled_map.find(unique_identifier)};
|
||||
|
||||
OGLProgram shader;
|
||||
|
||||
if (dump != dump_map.end() && decomp != decompiled_map.end()) {
|
||||
// Only load the vertex shader if its sanitize_mul setting matches
|
||||
if (raw.GetProgramType() == ProgramType::VS &&
|
||||
decomp->second.sanitize_mul != VideoCore::g_hw_shader_accurate_mul) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the shader is dumped, attempt to load it
|
||||
shader =
|
||||
GeneratePrecompiledProgram(dump->second, supported_formats, impl->separable);
|
||||
if (shader.handle == 0) {
|
||||
// If any shader failed, stop trying to compile, delete the cache, and start
|
||||
// loading from raws
|
||||
compilation_failed = true;
|
||||
return;
|
||||
}
|
||||
// we have both the binary shader and the decompiled, so inject it into the
|
||||
// cache
|
||||
if (raw.GetProgramType() == ProgramType::VS) {
|
||||
auto [conf, setup] = BuildVSConfigFromRaw(raw);
|
||||
std::scoped_lock lock(mutex);
|
||||
impl->programmable_vertex_shaders.Inject(conf, decomp->second.result.code,
|
||||
std::move(shader));
|
||||
} else if (raw.GetProgramType() == ProgramType::FS) {
|
||||
PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
|
||||
std::scoped_lock lock(mutex);
|
||||
impl->fragment_shaders.Inject(conf, std::move(shader));
|
||||
} else {
|
||||
// Unsupported shader type got stored somehow so nuke the cache
|
||||
|
||||
LOG_CRITICAL(Frontend, "failed to load raw ProgramType {}",
|
||||
raw.GetProgramType());
|
||||
compilation_failed = true;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// Since precompiled didn't have the dump, we'll load them in the next phase
|
||||
std::scoped_lock lock(mutex);
|
||||
load_raws_index.push_back(i);
|
||||
}
|
||||
if (callback) {
|
||||
callback(VideoCore::LoadCallbackStage::Decompile, i, raw_cache.size());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const auto LoadPrecompiledProgram = [&](const ShaderDecompiledMap& decompiled_map,
|
||||
const ShaderDumpsMap& dump_map) {
|
||||
std::size_t i{0};
|
||||
for (const auto& dump : dump_map) {
|
||||
if (stop_loading) {
|
||||
break;
|
||||
}
|
||||
const u64 unique_identifier{dump.first};
|
||||
const auto decomp{decompiled_map.find(unique_identifier)};
|
||||
|
||||
// Only load the program if its sanitize_mul setting matches
|
||||
if (decomp->second.sanitize_mul != VideoCore::g_hw_shader_accurate_mul) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the shader program is dumped, attempt to load it
|
||||
OGLProgram shader =
|
||||
GeneratePrecompiledProgram(dump.second, supported_formats, impl->separable);
|
||||
if (shader.handle != 0) {
|
||||
SetShaderUniformBlockBindings(shader.handle);
|
||||
SetShaderSamplerBindings(shader.handle);
|
||||
impl->program_cache.emplace(unique_identifier, std::move(shader));
|
||||
} else {
|
||||
LOG_ERROR(Frontend, "Failed to link Precompiled program!");
|
||||
compilation_failed = true;
|
||||
break;
|
||||
}
|
||||
if (callback) {
|
||||
callback(VideoCore::LoadCallbackStage::Decompile, ++i, dump_map.size());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
if (impl->separable) {
|
||||
LoadPrecompiledShader(0, raws.size(), raws, decompiled, dumps);
|
||||
} else {
|
||||
LoadPrecompiledProgram(decompiled, dumps);
|
||||
}
|
||||
|
||||
bool load_all_raws = false;
|
||||
if (compilation_failed) {
|
||||
// Invalidate the precompiled cache if a shader dumped shader was rejected
|
||||
impl->program_cache.clear();
|
||||
disk_cache.InvalidatePrecompiled();
|
||||
dumps.clear();
|
||||
precompiled_cache_altered = true;
|
||||
load_all_raws = true;
|
||||
}
|
||||
// TODO(SachinV): Skip loading raws until we implement a proper way to link non-seperable
|
||||
// shaders.
|
||||
if (!impl->separable) {
|
||||
return;
|
||||
}
|
||||
|
||||
const std::size_t load_raws_size = load_all_raws ? raws.size() : load_raws_index.size();
|
||||
|
||||
if (callback) {
|
||||
callback(VideoCore::LoadCallbackStage::Build, 0, load_raws_size);
|
||||
}
|
||||
|
||||
compilation_failed = false;
|
||||
|
||||
std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
|
||||
const auto LoadRawSepareble = [&](Frontend::GraphicsContext* context, std::size_t begin,
|
||||
std::size_t end) {
|
||||
Frontend::ScopeAcquireContext scope(*context);
|
||||
for (std::size_t i = begin; i < end; ++i) {
|
||||
if (stop_loading || compilation_failed) {
|
||||
return;
|
||||
}
|
||||
|
||||
const std::size_t raws_index = load_all_raws ? i : load_raws_index[i];
|
||||
const auto& raw{raws[raws_index]};
|
||||
const u64 unique_identifier{raw.GetUniqueIdentifier()};
|
||||
|
||||
bool sanitize_mul = false;
|
||||
GLuint handle{0};
|
||||
std::optional<ShaderDecompiler::ProgramResult> result;
|
||||
// Otherwise decompile and build the shader at boot and save the result to the
|
||||
// precompiled file
|
||||
if (raw.GetProgramType() == ProgramType::VS) {
|
||||
// TODO: This isn't the ideal place to lock, since we really only want to
|
||||
// lock access to the shared cache
|
||||
auto [conf, setup] = BuildVSConfigFromRaw(raw);
|
||||
std::scoped_lock lock(mutex);
|
||||
auto [h, r] = impl->programmable_vertex_shaders.Get(conf, setup);
|
||||
handle = h;
|
||||
result = std::move(r);
|
||||
result = GenerateVertexShader(setup, conf, impl->separable);
|
||||
OGLShaderStage stage{impl->separable};
|
||||
stage.Create(result->code.c_str(), GL_VERTEX_SHADER);
|
||||
handle = stage.GetHandle();
|
||||
sanitize_mul = conf.state.sanitize_mul;
|
||||
std::scoped_lock lock(mutex);
|
||||
impl->programmable_vertex_shaders.Inject(conf, result->code, std::move(stage));
|
||||
} else if (raw.GetProgramType() == ProgramType::FS) {
|
||||
PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
|
||||
result = GenerateFragmentShader(conf, impl->separable);
|
||||
OGLShaderStage stage{impl->separable};
|
||||
stage.Create(result->code.c_str(), GL_FRAGMENT_SHADER);
|
||||
handle = stage.GetHandle();
|
||||
std::scoped_lock lock(mutex);
|
||||
auto [h, r] = impl->fragment_shaders.Get(conf);
|
||||
handle = h;
|
||||
result = std::move(r);
|
||||
impl->fragment_shaders.Inject(conf, std::move(stage));
|
||||
} else {
|
||||
// Unsupported shader type got stored somehow so nuke the cache
|
||||
LOG_ERROR(Frontend, "failed to load raw programtype {}", raw.GetProgramType());
|
||||
LOG_ERROR(Frontend, "failed to load raw ProgramType {}", raw.GetProgramType());
|
||||
compilation_failed = true;
|
||||
return;
|
||||
}
|
||||
|
@ -606,7 +687,9 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
compilation_failed = true;
|
||||
return;
|
||||
}
|
||||
// If this is a new shader, add it the precompiled cache
|
||||
|
||||
std::scoped_lock lock(mutex);
|
||||
// If this is a new separable shader, add it the precompiled cache
|
||||
if (result) {
|
||||
disk_cache.SaveDecompiled(unique_identifier, *result, sanitize_mul);
|
||||
disk_cache.SaveDump(unique_identifier, handle);
|
||||
|
@ -614,12 +697,27 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
}
|
||||
|
||||
if (callback) {
|
||||
callback(VideoCore::LoadCallbackStage::Build, i, raw_cache.size());
|
||||
callback(VideoCore::LoadCallbackStage::Build, ++built_shaders, load_raws_size);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
LoadTransferable(0, raws.size(), raws);
|
||||
const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
|
||||
const std::size_t bucket_size{load_raws_size / num_workers};
|
||||
std::vector<std::unique_ptr<Frontend::GraphicsContext>> contexts(num_workers);
|
||||
std::vector<std::thread> threads(num_workers);
|
||||
for (std::size_t i = 0; i < num_workers; ++i) {
|
||||
const bool is_last_worker = i + 1 == num_workers;
|
||||
const std::size_t start{bucket_size * i};
|
||||
const std::size_t end{is_last_worker ? load_raws_size : start + bucket_size};
|
||||
|
||||
// On some platforms the shared context has to be created from the GUI thread
|
||||
contexts[i] = emu_window.CreateSharedContext();
|
||||
threads[i] = std::thread(LoadRawSepareble, contexts[i].get(), start, end);
|
||||
}
|
||||
for (auto& thread : threads) {
|
||||
thread.join();
|
||||
}
|
||||
|
||||
if (compilation_failed) {
|
||||
disk_cache.InvalidateAll();
|
||||
|
|
|
@ -99,7 +99,7 @@ static_assert(sizeof(VSUniformData) < 16384,
|
|||
/// A class that manage different shader stages and configures them with given config data.
|
||||
class ShaderProgramManager {
|
||||
public:
|
||||
ShaderProgramManager(bool separable, bool is_amd);
|
||||
ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable, bool is_amd);
|
||||
~ShaderProgramManager();
|
||||
|
||||
void LoadDiskCache(const std::atomic_bool& stop_loading,
|
||||
|
@ -120,5 +120,7 @@ public:
|
|||
private:
|
||||
class Impl;
|
||||
std::unique_ptr<Impl> impl;
|
||||
|
||||
Frontend::EmuWindow& emu_window;
|
||||
};
|
||||
} // namespace OpenGL
|
||||
|
|
|
@ -84,6 +84,7 @@ GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders) {
|
|||
glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
|
||||
}
|
||||
|
||||
glProgramParameteri(program_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
|
||||
glLinkProgram(program_id);
|
||||
|
||||
// Check the program
|
||||
|
|
Loading…
Reference in a new issue