dolphin/Source/Core/VideoCommon/ShaderCache.cpp
Stenzek 93865b327f ShaderCache: Implement compile priority
Currently, when immediately compile shaders is not enabled, the
ubershaders will be placed before any specialized shaders in the compile
queue in hybrid ubershaders mode. This means that Dolphin could
potentially use the ubershaders for a longer time than it would have if
we blocked startup until all shaders were compiled, leading to a drop in
performance.
2018-03-17 01:53:11 +10:00

976 lines
33 KiB
C++

// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/ShaderCache.h"
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/MsgHandler.h"
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
namespace VideoCommon
{
ShaderCache::ShaderCache() = default;
ShaderCache::~ShaderCache() = default;
bool ShaderCache::Initialize()
{
m_api_type = g_ActiveConfig.backend_info.api_type;
m_host_config = ShaderHostConfig::GetCurrent();
m_efb_multisamples = g_ActiveConfig.iMultisamples;
// Create the async compiler, and start the worker threads.
m_async_shader_compiler = g_renderer->CreateAsyncShaderCompiler();
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
// Load shader and UID caches.
if (g_ActiveConfig.bShaderCache)
{
LoadShaderCaches();
LoadPipelineUIDCache();
}
// Queue ubershader precompiling if required.
if (g_ActiveConfig.UsingUberShaders())
QueueUberShaderPipelines();
// Compile all known UIDs.
CompileMissingPipelines();
if (g_ActiveConfig.bWaitForShadersBeforeStarting)
WaitForAsyncCompiler();
// Switch to the runtime shader compiler thread configuration.
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
return true;
}
void ShaderCache::SetHostConfig(const ShaderHostConfig& host_config, u32 efb_multisamples)
{
if (m_host_config.bits == host_config.bits && m_efb_multisamples == efb_multisamples)
return;
m_host_config = host_config;
m_efb_multisamples = efb_multisamples;
Reload();
}
void ShaderCache::Reload()
{
WaitForAsyncCompiler();
ClosePipelineUIDCache();
InvalidateCachedPipelines();
ClearShaderCaches();
if (g_ActiveConfig.bShaderCache)
LoadShaderCaches();
// Switch to the precompiling shader configuration while we rebuild.
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
// We don't need to explicitly recompile the individual ubershaders here, as the pipelines
// UIDs are still be in the map. Therefore, when these are rebuilt, the shaders will also
// be recompiled.
CompileMissingPipelines();
if (g_ActiveConfig.bWaitForShadersBeforeStarting)
WaitForAsyncCompiler();
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
}
void ShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
}
void ShaderCache::Shutdown()
{
// This may leave shaders uncommitted to the cache, but it's better than blocking shutdown
// until everything has finished compiling.
m_async_shader_compiler->StopWorkerThreads();
ClosePipelineUIDCache();
ClearShaderCaches();
ClearPipelineCaches();
}
const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineUid& uid)
{
auto it = m_gx_pipeline_cache.find(uid);
if (it != m_gx_pipeline_cache.end() && !it->second.second)
return it->second.first.get();
const bool exists_in_cache = it != m_gx_pipeline_cache.end();
std::unique_ptr<AbstractPipeline> pipeline;
std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
if (pipeline_config)
pipeline = g_renderer->CreatePipeline(*pipeline_config);
if (g_ActiveConfig.bShaderCache && !exists_in_cache)
AppendGXPipelineUID(uid);
return InsertGXPipeline(uid, std::move(pipeline));
}
std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const GXPipelineUid& uid)
{
auto it = m_gx_pipeline_cache.find(uid);
if (it != m_gx_pipeline_cache.end())
{
// .second is the pending flag, i.e. compiling in the background.
if (!it->second.second)
return it->second.first.get();
else
return {};
}
AppendGXPipelineUID(uid);
QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE);
return {};
}
const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineUid& uid)
{
auto it = m_gx_uber_pipeline_cache.find(uid);
if (it != m_gx_uber_pipeline_cache.end() && !it->second.second)
return it->second.first.get();
std::unique_ptr<AbstractPipeline> pipeline;
std::optional<AbstractPipelineConfig> pipeline_config = GetGXUberPipelineConfig(uid);
if (pipeline_config)
pipeline = g_renderer->CreatePipeline(*pipeline_config);
return InsertGXUberPipeline(uid, std::move(pipeline));
}
void ShaderCache::WaitForAsyncCompiler()
{
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
{
m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
m_async_shader_compiler->RetrieveWorkItems();
}
Host_UpdateProgressDialog("", -1, -1);
}
template <ShaderStage stage, typename K, typename T>
static void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
{
class CacheReader : public LinearDiskCacheReader<K, u8>
{
public:
CacheReader(T& cache_) : cache(cache_) {}
void Read(const K& key, const u8* value, u32 value_size)
{
auto shader = g_renderer->CreateShaderFromBinary(stage, value, value_size);
if (shader)
{
auto& entry = cache.shader_map[key];
entry.shader = std::move(shader);
entry.pending = false;
switch (stage)
{
case ShaderStage::Vertex:
INCSTAT(stats.numVertexShadersCreated);
INCSTAT(stats.numVertexShadersAlive);
break;
case ShaderStage::Pixel:
INCSTAT(stats.numPixelShadersCreated);
INCSTAT(stats.numPixelShadersAlive);
break;
default:
break;
}
}
}
private:
T& cache;
};
std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
CacheReader reader(cache);
u32 count = cache.disk_cache.OpenAndRead(filename, reader);
INFO_LOG(VIDEO, "Loaded %u cached shaders from %s", count, filename.c_str());
}
template <typename T>
static void ClearShaderCache(T& cache)
{
cache.disk_cache.Sync();
cache.disk_cache.Close();
cache.shader_map.clear();
}
void ShaderCache::LoadShaderCaches()
{
// Ubershader caches, if present.
LoadShaderCache<ShaderStage::Vertex, UberShader::VertexShaderUid>(m_uber_vs_cache, m_api_type,
"uber-vs", false);
LoadShaderCache<ShaderStage::Pixel, UberShader::PixelShaderUid>(m_uber_ps_cache, m_api_type,
"uber-ps", false);
// We also share geometry shaders, as there aren't many variants.
if (m_host_config.backend_geometry_shaders)
LoadShaderCache<ShaderStage::Geometry, GeometryShaderUid>(m_gs_cache, m_api_type, "gs", false);
// Specialized shaders, gameid-specific.
LoadShaderCache<ShaderStage::Vertex, VertexShaderUid>(m_vs_cache, m_api_type, "specialized-vs",
true);
LoadShaderCache<ShaderStage::Pixel, PixelShaderUid>(m_ps_cache, m_api_type, "specialized-ps",
true);
}
void ShaderCache::ClearShaderCaches()
{
ClearShaderCache(m_vs_cache);
ClearShaderCache(m_gs_cache);
ClearShaderCache(m_ps_cache);
ClearShaderCache(m_uber_vs_cache);
ClearShaderCache(m_uber_ps_cache);
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
}
void ShaderCache::CompileMissingPipelines()
{
// Queue all uids with a null pipeline for compilation.
for (auto& it : m_gx_pipeline_cache)
{
if (!it.second.second)
QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
}
for (auto& it : m_gx_uber_pipeline_cache)
{
if (!it.second.second)
QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
}
}
void ShaderCache::InvalidateCachedPipelines()
{
// Set the pending flag to false, and destroy the pipeline.
for (auto& it : m_gx_pipeline_cache)
{
it.second.first.reset();
it.second.second = false;
}
for (auto& it : m_gx_uber_pipeline_cache)
{
it.second.first.reset();
it.second.second = false;
}
}
void ShaderCache::ClearPipelineCaches()
{
m_gx_pipeline_cache.clear();
m_gx_uber_pipeline_cache.clear();
}
std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
{
ShaderCode source_code = GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
source_code.GetBuffer().size());
}
std::unique_ptr<AbstractShader>
ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const
{
ShaderCode source_code = UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
source_code.GetBuffer().size());
}
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
{
ShaderCode source_code = GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
source_code.GetBuffer().size());
}
std::unique_ptr<AbstractShader>
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
{
ShaderCode source_code = UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
source_code.GetBuffer().size());
}
const AbstractShader* ShaderCache::InsertVertexShader(const VertexShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_vs_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && shader->HasBinary())
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(stats.numVertexShadersCreated);
INCSTAT(stats.numVertexShadersAlive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_uber_vs_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && shader->HasBinary())
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_uber_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(stats.numVertexShadersCreated);
INCSTAT(stats.numVertexShadersAlive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertPixelShader(const PixelShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_ps_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && shader->HasBinary())
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(stats.numPixelShadersCreated);
INCSTAT(stats.numPixelShadersAlive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_uber_ps_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && shader->HasBinary())
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_uber_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(stats.numPixelShadersCreated);
INCSTAT(stats.numPixelShadersAlive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
{
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 GXPipelineUid& config)
{
const AbstractShader* vs;
auto vs_iter = m_vs_cache.shader_map.find(config.vs_uid);
if (vs_iter != m_vs_cache.shader_map.end() && !vs_iter->second.pending)
vs = vs_iter->second.shader.get();
else
vs = InsertVertexShader(config.vs_uid, CompileVertexShader(config.vs_uid));
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 GXUberPipelineUid& config)
{
const AbstractShader* vs;
auto vs_iter = m_uber_vs_cache.shader_map.find(config.vs_uid);
if (vs_iter != m_uber_vs_cache.shader_map.end() && !vs_iter->second.pending)
vs = vs_iter->second.shader.get();
else
vs = InsertVertexUberShader(config.vs_uid, CompileVertexUberShader(config.vs_uid));
const AbstractShader* ps;
auto ps_iter = m_uber_ps_cache.shader_map.find(config.ps_uid);
if (ps_iter != m_uber_ps_cache.shader_map.end() && !ps_iter->second.pending)
ps = ps_iter->second.shader.get();
else
ps = InsertPixelUberShader(config.ps_uid, CompilePixelUberShader(config.ps_uid));
if (!vs || !ps)
return {};
const AbstractShader* gs = nullptr;
if (NeedsGeometryShader(config.gs_uid))
{
auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
gs = gs_iter->second.shader.get();
else
gs = CreateGeometryShader(config.gs_uid);
if (!gs)
return {};
}
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
config.depth_state, config.blending_state);
}
const AbstractPipeline* ShaderCache::InsertGXPipeline(const GXPipelineUid& config,
std::unique_ptr<AbstractPipeline> pipeline)
{
auto& entry = m_gx_pipeline_cache[config];
entry.second = false;
if (!entry.first && pipeline)
entry.first = std::move(pipeline);
return entry.first.get();
}
const AbstractPipeline*
ShaderCache::InsertGXUberPipeline(const GXUberPipelineUid& config,
std::unique_ptr<AbstractPipeline> pipeline)
{
auto& entry = m_gx_uber_pipeline_cache[config];
entry.second = false;
if (!entry.first && pipeline)
entry.first = std::move(pipeline);
return entry.first.get();
}
void ShaderCache::LoadPipelineUIDCache()
{
constexpr u32 CACHE_FILE_MAGIC = 0x44495550; // PUID
constexpr size_t CACHE_HEADER_SIZE = sizeof(u32) + sizeof(u32);
std::string filename =
File::GetUserPath(D_CACHE_IDX) + SConfig::GetInstance().GetGameID() + ".uidcache";
if (m_gx_pipeline_uid_cache_file.Open(filename, "rb+"))
{
// If an existing case exists, validate the version before reading entries.
u32 existing_magic;
u32 existing_version;
if (m_gx_pipeline_uid_cache_file.ReadBytes(&existing_magic, sizeof(existing_magic)) &&
m_gx_pipeline_uid_cache_file.ReadBytes(&existing_version, sizeof(existing_version)) &&
existing_magic == CACHE_FILE_MAGIC && existing_version == GX_PIPELINE_UID_VERSION)
{
// Ensure the expected size matches the actual size of the file. If it doesn't, it means
// the cache file may be corrupted, and we should not proceed with loading potentially
// garbage or invalid UIDs.
const u64 file_size = m_gx_pipeline_uid_cache_file.GetSize();
const size_t uid_count =
static_cast<size_t>(file_size - CACHE_HEADER_SIZE) / sizeof(SerializedGXPipelineUid);
const size_t expected_size = uid_count * sizeof(SerializedGXPipelineUid) + CACHE_HEADER_SIZE;
bool uid_file_valid = file_size == expected_size;
if (uid_file_valid)
{
for (size_t i = 0; i < uid_count; i++)
{
SerializedGXPipelineUid serialized_uid;
if (m_gx_pipeline_uid_cache_file.ReadBytes(&serialized_uid, sizeof(serialized_uid)))
{
// This just adds the pipeline to the map, it is compiled later.
AddSerializedGXPipelineUID(serialized_uid);
}
else
{
uid_file_valid = false;
break;
}
}
}
// We open the file for reading and writing, so we must seek to the end before writing.
if (!uid_file_valid || !m_gx_pipeline_uid_cache_file.Seek(expected_size, SEEK_SET))
{
// Close the file. We re-open and truncate it below.
m_gx_pipeline_uid_cache_file.Close();
}
}
}
// If the file is not open, it means it was either corrupted or didn't exist.
if (!m_gx_pipeline_uid_cache_file.IsOpen())
{
if (m_gx_pipeline_uid_cache_file.Open(filename, "wb"))
{
// Write the version identifier.
m_gx_pipeline_uid_cache_file.WriteBytes(&CACHE_FILE_MAGIC, sizeof(GX_PIPELINE_UID_VERSION));
m_gx_pipeline_uid_cache_file.WriteBytes(&GX_PIPELINE_UID_VERSION,
sizeof(GX_PIPELINE_UID_VERSION));
}
}
INFO_LOG(VIDEO, "Read %u pipeline UIDs from %s",
static_cast<unsigned>(m_gx_pipeline_cache.size()), filename.c_str());
}
void ShaderCache::ClosePipelineUIDCache()
{
// This is left as a method in case we need to append extra data to the file in the future.
m_gx_pipeline_uid_cache_file.Close();
}
void ShaderCache::AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid)
{
GXPipelineUid real_uid = {};
real_uid.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl);
real_uid.vs_uid = uid.vs_uid;
real_uid.gs_uid = uid.gs_uid;
real_uid.ps_uid = uid.ps_uid;
real_uid.rasterization_state.hex = uid.rasterization_state_bits;
real_uid.depth_state.hex = uid.depth_state_bits;
real_uid.blending_state.hex = uid.blending_state_bits;
auto iter = m_gx_pipeline_cache.find(real_uid);
if (iter != m_gx_pipeline_cache.end())
return;
// Flag it as empty with a null pipeline object, for later compilation.
auto& entry = m_gx_pipeline_cache[real_uid];
entry.second = false;
}
void ShaderCache::AppendGXPipelineUID(const GXPipelineUid& config)
{
if (!m_gx_pipeline_uid_cache_file.IsOpen())
return;
// Convert to disk format. Ensure all padding bytes are zero.
SerializedGXPipelineUid disk_uid;
std::memset(&disk_uid, 0, sizeof(disk_uid));
disk_uid.vertex_decl = config.vertex_format->GetVertexDeclaration();
disk_uid.vs_uid = config.vs_uid;
disk_uid.gs_uid = config.gs_uid;
disk_uid.ps_uid = config.ps_uid;
disk_uid.rasterization_state_bits = config.rasterization_state.hex;
disk_uid.depth_state_bits = config.depth_state.hex;
disk_uid.blending_state_bits = config.blending_state.hex;
if (!m_gx_pipeline_uid_cache_file.WriteBytes(&disk_uid, sizeof(disk_uid)))
{
WARN_LOG(VIDEO, "Writing pipeline UID to cache failed, closing file.");
m_gx_pipeline_uid_cache_file.Close();
}
}
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority)
{
class VertexShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
VertexShaderWorkItem(ShaderCache* shader_cache_, const VertexShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompileVertexShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertVertexShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
VertexShaderUid uid;
};
m_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority)
{
class VertexUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
VertexUberShaderWorkItem(ShaderCache* shader_cache_, const UberShader::VertexShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompileVertexUberShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertVertexUberShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
UberShader::VertexShaderUid uid;
};
m_uber_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority)
{
class PixelShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(ShaderCache* shader_cache_, const PixelShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompilePixelShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertPixelShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
PixelShaderUid uid;
};
m_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority)
{
class PixelUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PixelUberShaderWorkItem(ShaderCache* shader_cache_, const UberShader::PixelShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompilePixelUberShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertPixelUberShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
UberShader::PixelShaderUid uid;
};
m_uber_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid, u32 priority)
{
class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this pipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the pipeline for the next frame.
if (SetStagesReady())
config = shader_cache->GetGXPipelineConfig(uid);
}
bool SetStagesReady()
{
stages_ready = true;
auto vs_it = shader_cache->m_vs_cache.shader_map.find(uid.vs_uid);
stages_ready &= vs_it != shader_cache->m_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_vs_cache.shader_map.end())
shader_cache->QueueVertexShaderCompile(uid.vs_uid, priority);
auto ps_it = shader_cache->m_ps_cache.shader_map.find(uid.ps_uid);
stages_ready &= ps_it != shader_cache->m_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_ps_cache.shader_map.end())
shader_cache->QueuePixelShaderCompile(uid.ps_uid, priority);
return stages_ready;
}
bool Compile() override
{
if (config)
pipeline = g_renderer->CreatePipeline(*config);
return true;
}
void Retrieve() override
{
if (stages_ready)
{
shader_cache->InsertGXPipeline(uid, std::move(pipeline));
}
else
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> pipeline;
GXPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_pipeline_cache[uid].second = true;
}
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority)
{
class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this UberPipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame.
if (SetStagesReady())
config = shader_cache->GetGXUberPipelineConfig(uid);
}
bool SetStagesReady()
{
stages_ready = true;
auto vs_it = shader_cache->m_uber_vs_cache.shader_map.find(uid.vs_uid);
stages_ready &=
vs_it != shader_cache->m_uber_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_uber_vs_cache.shader_map.end())
shader_cache->QueueVertexUberShaderCompile(uid.vs_uid, priority);
auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(uid.ps_uid);
stages_ready &=
ps_it != shader_cache->m_uber_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_uber_ps_cache.shader_map.end())
shader_cache->QueuePixelUberShaderCompile(uid.ps_uid, priority);
return stages_ready;
}
bool Compile() override
{
if (config)
UberPipeline = g_renderer->CreatePipeline(*config);
return true;
}
void Retrieve() override
{
if (stages_ready)
{
shader_cache->InsertGXUberPipeline(uid, std::move(UberPipeline));
}
else
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> UberPipeline;
GXUberPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_uber_pipeline_cache[uid].second = true;
}
void ShaderCache::QueueUberShaderPipelines()
{
// Create a dummy vertex format with no attributes.
// All attributes will be enabled in GetUberVertexFormat.
PortableVertexDeclaration dummy_vertex_decl = {};
dummy_vertex_decl.position.components = 4;
dummy_vertex_decl.position.type = VAR_FLOAT;
dummy_vertex_decl.position.enable = true;
dummy_vertex_decl.stride = sizeof(float) * 4;
NativeVertexFormat* dummy_vertex_format =
VertexLoaderManager::GetUberVertexFormat(dummy_vertex_decl);
auto QueueDummyPipeline = [&](const UberShader::VertexShaderUid& vs_uid,
const GeometryShaderUid& gs_uid,
const UberShader::PixelShaderUid& ps_uid) {
GXUberPipelineUid config;
config.vertex_format = dummy_vertex_format;
config.vs_uid = vs_uid;
config.gs_uid = gs_uid;
config.ps_uid = ps_uid;
config.rasterization_state = RenderState::GetNoCullRasterizationState();
config.depth_state = RenderState::GetNoDepthTestingDepthStencilState();
config.blending_state = RenderState::GetNoBlendingBlendState();
auto iter = m_gx_uber_pipeline_cache.find(config);
if (iter != m_gx_uber_pipeline_cache.end())
return;
auto& entry = m_gx_uber_pipeline_cache[config];
entry.second = false;
};
// Populate the pipeline configs with empty entries, these will be compiled afterwards.
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
// UIDs must have compatible texgens, a mismatching combination will never be queried.
if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
return;
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
{
return;
}
QueueDummyPipeline(vuid, guid, puid);
});
});
});
}
std::string ShaderCache::GetUtilityShaderHeader() const
{
std::stringstream ss;
ss << "#define API_D3D " << (m_api_type == APIType::D3D ? 1 : 0) << "\n";
ss << "#define API_OPENGL " << (m_api_type == APIType::OpenGL ? 1 : 0) << "\n";
ss << "#define API_VULKAN " << (m_api_type == APIType::Vulkan ? 1 : 0) << "\n";
if (m_efb_multisamples > 1)
{
ss << "#define MSAA_ENABLED 1" << std::endl;
ss << "#define MSAA_SAMPLES " << m_efb_multisamples << std::endl;
if (m_host_config.ssaa)
ss << "#define SSAA_ENABLED 1" << std::endl;
}
ss << "#define EFB_LAYERS " << (m_host_config.stereo ? 2 : 1) << std::endl;
return ss.str();
}
} // namespace VideoCommon