mirror of
https://github.com/dolphin-emu/dolphin.git
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1611 lines
59 KiB
C++
1611 lines
59 KiB
C++
// Copyright 2018 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/ShaderCache.h"
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#include <fmt/format.h>
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#include "Common/Assert.h"
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#include "Common/FileUtil.h"
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/FramebufferShaderGen.h"
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#include "VideoCommon/Present.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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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include <imgui.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() : m_api_type{APIType::Nothing}
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{
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}
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ShaderCache::~ShaderCache()
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{
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ClearCaches();
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}
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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.bits = ShaderHostConfig::GetCurrent().bits;
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if (!CompileSharedPipelines())
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return false;
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m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
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m_frame_end_handler = AfterFrameEvent::Register([this](Core::System&) { RetrieveAsyncShaders(); },
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"RetrieveAsyncShaders");
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return true;
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}
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void ShaderCache::InitializeShaderCache()
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{
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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 && m_api_type != APIType::Nothing)
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{
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LoadCaches();
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LoadPipelineUIDCache();
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}
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// Queue ubershader precompiling if required.
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if (g_ActiveConfig.UsingUberShaders())
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QueueUberShaderPipelines();
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// Compile all known UIDs.
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CompileMissingPipelines();
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if (g_ActiveConfig.bWaitForShadersBeforeStarting)
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WaitForAsyncCompiler();
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// Switch to the runtime shader compiler thread configuration.
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
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}
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void ShaderCache::Reload()
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{
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WaitForAsyncCompiler();
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ClosePipelineUIDCache();
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ClearCaches();
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if (!CompileSharedPipelines())
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PanicAlertFmt("Failed to compile shared pipelines after reload.");
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if (g_ActiveConfig.bShaderCache)
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LoadCaches();
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// Switch to the precompiling shader configuration while we rebuild.
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
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// We don't need to explicitly recompile the individual ubershaders here, as the pipelines
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// UIDs are still be in the map. Therefore, when these are rebuilt, the shaders will also
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// be recompiled.
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CompileMissingPipelines();
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if (g_ActiveConfig.bWaitForShadersBeforeStarting)
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WaitForAsyncCompiler();
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
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}
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void ShaderCache::RetrieveAsyncShaders()
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{
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m_async_shader_compiler->RetrieveWorkItems();
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}
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void ShaderCache::Shutdown()
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{
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// This may leave shaders uncommitted to the cache, but it's better than blocking shutdown
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// until everything has finished compiling.
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if (m_async_shader_compiler)
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m_async_shader_compiler->StopWorkerThreads();
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ClosePipelineUIDCache();
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}
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const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineUid& uid)
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{
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auto it = m_gx_pipeline_cache.find(uid);
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if (it != m_gx_pipeline_cache.end() && !it->second.second)
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return it->second.first.get();
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const bool exists_in_cache = it != m_gx_pipeline_cache.end();
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std::unique_ptr<AbstractPipeline> pipeline;
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std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
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if (pipeline_config)
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pipeline = g_gfx->CreatePipeline(*pipeline_config);
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if (g_ActiveConfig.bShaderCache && !exists_in_cache)
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AppendGXPipelineUID(uid);
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return InsertGXPipeline(uid, std::move(pipeline));
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}
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std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const GXPipelineUid& uid)
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{
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auto it = m_gx_pipeline_cache.find(uid);
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if (it != m_gx_pipeline_cache.end())
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{
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// .second is the pending flag, i.e. compiling in the background.
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if (!it->second.second)
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return it->second.first.get();
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else
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return {};
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}
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AppendGXPipelineUID(uid);
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QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE);
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return {};
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}
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const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineUid& uid)
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{
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auto it = m_gx_uber_pipeline_cache.find(uid);
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if (it != m_gx_uber_pipeline_cache.end() && !it->second.second)
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return it->second.first.get();
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std::unique_ptr<AbstractPipeline> pipeline;
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std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
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if (pipeline_config)
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pipeline = g_gfx->CreatePipeline(*pipeline_config);
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return InsertGXUberPipeline(uid, std::move(pipeline));
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}
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void ShaderCache::WaitForAsyncCompiler()
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{
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bool running = true;
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constexpr auto update_ui_progress = [](size_t completed, size_t total) {
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const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
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const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
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const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
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ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
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ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
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ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
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ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
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ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
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{
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ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
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ImGui::ProgressBar(static_cast<float>(completed) /
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static_cast<float>(std::max(total, static_cast<size_t>(1))),
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ImVec2(-1.0f, 0.0f), "");
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}
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ImGui::End();
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g_presenter->Present();
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};
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while (running &&
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(m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork()))
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{
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running = m_async_shader_compiler->WaitUntilCompletion(update_ui_progress);
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m_async_shader_compiler->RetrieveWorkItems();
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}
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// An extra Present to clear the screen
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g_presenter->Present();
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}
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template <typename SerializedUidType, typename UidType>
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static void SerializePipelineUid(const UidType& uid, SerializedUidType& serialized_uid)
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{
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// Convert to disk format. Ensure all padding bytes are zero.
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std::memset(reinterpret_cast<u8*>(&serialized_uid), 0, sizeof(serialized_uid));
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serialized_uid.vertex_decl = uid.vertex_format->GetVertexDeclaration();
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serialized_uid.vs_uid = uid.vs_uid;
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serialized_uid.gs_uid = uid.gs_uid;
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serialized_uid.ps_uid = uid.ps_uid;
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serialized_uid.rasterization_state_bits = uid.rasterization_state.hex;
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serialized_uid.depth_state_bits = uid.depth_state.hex;
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serialized_uid.blending_state_bits = uid.blending_state.hex;
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}
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template <typename UidType, typename SerializedUidType>
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static void UnserializePipelineUid(const SerializedUidType& uid, UidType& real_uid)
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{
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real_uid.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl);
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real_uid.vs_uid = uid.vs_uid;
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real_uid.gs_uid = uid.gs_uid;
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real_uid.ps_uid = uid.ps_uid;
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real_uid.rasterization_state.hex = uid.rasterization_state_bits;
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real_uid.depth_state.hex = uid.depth_state_bits;
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real_uid.blending_state.hex = uid.blending_state_bits;
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}
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template <ShaderStage stage, typename K, typename T>
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void ShaderCache::LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
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{
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class CacheReader : public Common::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) override
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{
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auto shader = g_gfx->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(g_stats.num_vertex_shaders_created);
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INCSTAT(g_stats.num_vertex_shaders_alive);
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break;
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case ShaderStage::Pixel:
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INCSTAT(g_stats.num_pixel_shaders_created);
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INCSTAT(g_stats.num_pixel_shaders_alive);
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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_FMT(VIDEO, "Loaded {} cached shaders from {}", count, filename);
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}
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template <typename T>
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void ShaderCache::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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template <typename KeyType, typename DiskKeyType, typename T>
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void ShaderCache::LoadPipelineCache(T& cache, Common::LinearDiskCache<DiskKeyType, u8>& disk_cache,
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APIType api_type, const char* type, bool include_gameid)
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{
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class CacheReader : public Common::LinearDiskCacheReader<DiskKeyType, u8>
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{
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public:
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CacheReader(ShaderCache* this_ptr_, T& cache_) : this_ptr(this_ptr_), cache(cache_) {}
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bool AnyFailed() const { return failed; }
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void Read(const DiskKeyType& key, const u8* value, u32 value_size) override
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{
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KeyType real_uid;
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UnserializePipelineUid(key, real_uid);
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// Skip those which are already compiled.
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if (failed || cache.contains(real_uid))
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return;
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auto config = this_ptr->GetGXPipelineConfig(real_uid);
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if (!config)
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return;
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auto pipeline = g_gfx->CreatePipeline(*config, value, value_size);
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if (!pipeline)
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{
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// If any of the pipelines fail to create, consider the cache stale.
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failed = true;
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return;
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}
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auto& entry = cache[real_uid];
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entry.first = std::move(pipeline);
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entry.second = false;
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}
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private:
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ShaderCache* this_ptr;
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T& cache;
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bool failed = false;
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};
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std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
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CacheReader reader(this, cache);
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const u32 count = disk_cache.OpenAndRead(filename, reader);
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INFO_LOG_FMT(VIDEO, "Loaded {} cached pipelines from {}", count, filename);
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// If any of the pipelines in the cache failed to create, it's likely because of a change of
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// driver version, or system configuration. In this case, when the UID cache picks up the pipeline
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// later on, we'll write a duplicate entry to the pipeline cache. There's also no point in keeping
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// the old cache data around, so discard and recreate the disk cache.
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if (reader.AnyFailed())
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{
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WARN_LOG_FMT(VIDEO, "Failed to load one or more pipelines from cache '{}'. Discarding.",
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filename);
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disk_cache.Close();
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File::Delete(filename);
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disk_cache.OpenAndRead(filename, reader);
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}
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}
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template <typename T, typename Y>
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void ShaderCache::ClearPipelineCache(T& cache, Y& disk_cache)
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{
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disk_cache.Sync();
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disk_cache.Close();
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// Set the pending flag to false, and destroy the pipeline.
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for (auto& it : 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::LoadCaches()
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{
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// Ubershader caches, if present.
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if (g_ActiveConfig.backend_info.bSupportsShaderBinaries)
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{
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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",
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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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if (g_ActiveConfig.backend_info.bSupportsPipelineCacheData)
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{
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LoadPipelineCache<GXPipelineUid, SerializedGXPipelineUid>(
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m_gx_pipeline_cache, m_gx_pipeline_disk_cache, m_api_type, "specialized-pipeline", true);
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LoadPipelineCache<GXUberPipelineUid, SerializedGXUberPipelineUid>(
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m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache, m_api_type, "uber-pipeline",
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false);
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}
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}
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void ShaderCache::ClearCaches()
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{
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ClearPipelineCache(m_gx_pipeline_cache, m_gx_pipeline_disk_cache);
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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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ClearPipelineCache(m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache);
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ClearShaderCache(m_uber_vs_cache);
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ClearShaderCache(m_uber_ps_cache);
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m_screen_quad_vertex_shader.reset();
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m_texture_copy_vertex_shader.reset();
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m_efb_copy_vertex_shader.reset();
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m_texcoord_geometry_shader.reset();
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m_color_geometry_shader.reset();
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m_texture_copy_pixel_shader.reset();
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m_color_pixel_shader.reset();
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m_efb_copy_to_vram_pipelines.clear();
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m_efb_copy_to_ram_pipelines.clear();
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m_copy_rgba8_pipeline.reset();
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m_rgba8_stereo_copy_pipeline.reset();
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for (auto& pipeline : m_palette_conversion_pipelines)
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pipeline.reset();
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m_texture_reinterpret_pipelines.clear();
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m_texture_decoding_shaders.clear();
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SETSTAT(g_stats.num_pixel_shaders_created, 0);
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SETSTAT(g_stats.num_pixel_shaders_alive, 0);
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SETSTAT(g_stats.num_vertex_shaders_created, 0);
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SETSTAT(g_stats.num_vertex_shaders_alive, 0);
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}
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void ShaderCache::CompileMissingPipelines()
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{
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// Queue all uids with a null pipeline for compilation.
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for (auto& it : m_gx_pipeline_cache)
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{
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if (!it.second.first)
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QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
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}
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for (auto& it : m_gx_uber_pipeline_cache)
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{
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if (!it.second.first)
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QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
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}
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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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const ShaderCode source_code =
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GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
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return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
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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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const ShaderCode source_code =
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UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
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return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(),
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fmt::to_string(*uid.GetUidData()));
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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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const ShaderCode source_code =
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GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
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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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const ShaderCode source_code =
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UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), {});
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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fmt::to_string(*uid.GetUidData()));
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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)
|
|
{
|
|
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
INCSTAT(g_stats.num_vertex_shaders_created);
|
|
INCSTAT(g_stats.num_vertex_shaders_alive);
|
|
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 && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_uber_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
INCSTAT(g_stats.num_vertex_shaders_created);
|
|
INCSTAT(g_stats.num_vertex_shaders_alive);
|
|
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 && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
INCSTAT(g_stats.num_pixel_shaders_created);
|
|
INCSTAT(g_stats.num_pixel_shaders_alive);
|
|
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 && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
auto binary = shader->GetBinary();
|
|
if (!binary.empty())
|
|
m_uber_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
|
|
}
|
|
INCSTAT(g_stats.num_pixel_shaders_created);
|
|
INCSTAT(g_stats.num_pixel_shaders_alive);
|
|
entry.shader = std::move(shader);
|
|
}
|
|
|
|
return entry.shader.get();
|
|
}
|
|
|
|
const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
|
|
{
|
|
const ShaderCode source_code =
|
|
GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
|
|
std::unique_ptr<AbstractShader> shader =
|
|
g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(),
|
|
fmt::format("Geometry shader: {}", *uid.GetUidData()));
|
|
|
|
auto& entry = m_gs_cache.shader_map[uid];
|
|
entry.pending = false;
|
|
|
|
if (shader && !entry.shader)
|
|
{
|
|
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
|
|
{
|
|
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();
|
|
}
|
|
|
|
bool ShaderCache::UseGeometryShaderForEFBCopies() const
|
|
{
|
|
return m_host_config.backend_geometry_shaders && m_host_config.stereo;
|
|
}
|
|
|
|
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, AbstractPipelineUsage usage)
|
|
{
|
|
AbstractPipelineConfig config = {};
|
|
config.usage = usage;
|
|
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 = g_framebuffer_manager->GetEFBFramebufferState();
|
|
return config;
|
|
}
|
|
|
|
/// Edits the UID based on driver bugs and other special configurations
|
|
static GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in)
|
|
{
|
|
GXPipelineUid out;
|
|
// TODO: static_assert(std::is_trivially_copyable_v<GXPipelineUid>);
|
|
// GXPipelineUid is not trivially copyable because RasterizationState and BlendingState aren't
|
|
// either, but we can pretend it is for now. This will be improved after PR #10848 is finished.
|
|
memcpy(static_cast<void*>(&out), static_cast<const void*>(&in), sizeof(out)); // copy padding
|
|
pixel_shader_uid_data* ps = out.ps_uid.GetUidData();
|
|
BlendingState& blend = out.blending_state;
|
|
|
|
if (ps->ztest == EmulatedZ::ForcedEarly && !out.depth_state.updateenable)
|
|
{
|
|
// No need to force early depth test if you're not writing z
|
|
ps->ztest = EmulatedZ::Early;
|
|
}
|
|
|
|
// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
|
|
// and don't need the below blend approximation
|
|
if (blend.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
|
|
!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
|
|
{
|
|
if (!blend.LogicOpApproximationIsExact())
|
|
WARN_LOG_FMT(VIDEO,
|
|
"Approximating logic op with blending, this will produce incorrect rendering.");
|
|
if (blend.LogicOpApproximationWantsShaderHelp())
|
|
{
|
|
ps->emulate_logic_op_with_blend = true;
|
|
ps->logic_op_mode = static_cast<u32>(blend.logicmode.Value());
|
|
}
|
|
blend.ApproximateLogicOpWithBlending();
|
|
}
|
|
|
|
const bool benefits_from_ps_dual_source_off =
|
|
(!g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
|
|
g_ActiveConfig.backend_info.bSupportsFramebufferFetch) ||
|
|
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING);
|
|
if (benefits_from_ps_dual_source_off && !blend.RequiresDualSrc())
|
|
{
|
|
// Only use dual-source blending when required on drivers that don't support it very well.
|
|
ps->no_dual_src = true;
|
|
blend.usedualsrc = false;
|
|
}
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
|
|
{
|
|
bool fbfetch_blend = false;
|
|
if ((DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DISCARD_WITH_EARLY_Z) ||
|
|
!g_ActiveConfig.backend_info.bSupportsEarlyZ) &&
|
|
ps->ztest == EmulatedZ::ForcedEarly)
|
|
{
|
|
ps->ztest = EmulatedZ::EarlyWithFBFetch;
|
|
fbfetch_blend |= static_cast<bool>(out.blending_state.blendenable);
|
|
ps->no_dual_src = true;
|
|
}
|
|
fbfetch_blend |= blend.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp;
|
|
fbfetch_blend |= blend.usedualsrc && !g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
|
|
if (fbfetch_blend)
|
|
{
|
|
ps->no_dual_src = true;
|
|
if (blend.logicopenable)
|
|
{
|
|
ps->logic_op_enable = true;
|
|
ps->logic_op_mode = static_cast<u32>(blend.logicmode.Value());
|
|
blend.logicopenable = false;
|
|
}
|
|
if (blend.blendenable)
|
|
{
|
|
ps->blend_enable = true;
|
|
ps->blend_src_factor = blend.srcfactor;
|
|
ps->blend_src_factor_alpha = blend.srcfactoralpha;
|
|
ps->blend_dst_factor = blend.dstfactor;
|
|
ps->blend_dst_factor_alpha = blend.dstfactoralpha;
|
|
ps->blend_subtract = blend.subtract;
|
|
ps->blend_subtract_alpha = blend.subtractAlpha;
|
|
blend.blendenable = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// force dual src off if we can't support it
|
|
if (!g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
|
|
{
|
|
ps->no_dual_src = true;
|
|
blend.usedualsrc = false;
|
|
}
|
|
|
|
if (ps->ztest == EmulatedZ::ForcedEarly && !g_ActiveConfig.backend_info.bSupportsEarlyZ)
|
|
{
|
|
// These things should be false
|
|
ASSERT(!ps->zfreeze);
|
|
// ZCOMPLOC HACK:
|
|
// The only way to emulate alpha test + early-z is to force early-z in the shader.
|
|
// As this isn't available on all drivers and as we can't emulate this feature otherwise,
|
|
// we are only able to choose which one we want to respect more.
|
|
// Tests seem to have proven that writing depth even when the alpha test fails is more
|
|
// important that a reliable alpha test, so we just force the alpha test to always succeed.
|
|
// At least this seems to be less buggy.
|
|
ps->ztest = EmulatedZ::EarlyWithZComplocHack;
|
|
}
|
|
|
|
if (g_ActiveConfig.UseVSForLinePointExpand() &&
|
|
(out.rasterization_state.primitive == PrimitiveType::Points ||
|
|
out.rasterization_state.primitive == PrimitiveType::Lines))
|
|
{
|
|
// All primitives are expanded to triangles in the vertex shader
|
|
vertex_shader_uid_data* vs = out.vs_uid.GetUidData();
|
|
const PortableVertexDeclaration& decl = out.vertex_format->GetVertexDeclaration();
|
|
vs->position_has_3_elems = decl.position.components >= 3;
|
|
vs->texcoord_elem_count = 0;
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
if (decl.texcoords[i].enable)
|
|
{
|
|
ASSERT(decl.texcoords[i].components <= 3);
|
|
vs->texcoord_elem_count |= decl.texcoords[i].components << (i * 2);
|
|
}
|
|
}
|
|
out.vertex_format = nullptr;
|
|
if (out.rasterization_state.primitive == PrimitiveType::Points)
|
|
vs->vs_expand = VSExpand::Point;
|
|
else
|
|
vs->vs_expand = VSExpand::Line;
|
|
PrimitiveType prim = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
|
|
PrimitiveType::TriangleStrip :
|
|
PrimitiveType::Triangles;
|
|
out.rasterization_state.primitive = prim;
|
|
out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim);
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
std::optional<AbstractPipelineConfig>
|
|
ShaderCache::GetGXPipelineConfig(const GXPipelineUid& config_in)
|
|
{
|
|
GXPipelineUid config = ApplyDriverBugs(config_in);
|
|
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));
|
|
|
|
PixelShaderUid ps_uid = config.ps_uid;
|
|
ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &ps_uid);
|
|
|
|
const AbstractShader* ps;
|
|
auto ps_iter = m_ps_cache.shader_map.find(ps_uid);
|
|
if (ps_iter != m_ps_cache.shader_map.end() && !ps_iter->second.pending)
|
|
ps = ps_iter->second.shader.get();
|
|
else
|
|
ps = InsertPixelShader(ps_uid, CompilePixelShader(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, AbstractPipelineUsage::GX);
|
|
}
|
|
|
|
/// Edits the UID based on driver bugs and other special configurations
|
|
static GXUberPipelineUid ApplyDriverBugs(const GXUberPipelineUid& in)
|
|
{
|
|
GXUberPipelineUid out;
|
|
// TODO: static_assert(std::is_trivially_copyable_v<GXUberPipelineUid>);
|
|
// GXUberPipelineUid is not trivially copyable because RasterizationState and BlendingState aren't
|
|
// either, but we can pretend it is for now. This will be improved after PR #10848 is finished.
|
|
memcpy(static_cast<void*>(&out), static_cast<const void*>(&in), sizeof(out)); // Copy padding
|
|
if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
|
|
out.vertex_format = nullptr;
|
|
|
|
// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
|
|
// and don't need the below blend approximation
|
|
if (out.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
|
|
!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
|
|
{
|
|
if (!out.blending_state.LogicOpApproximationIsExact())
|
|
WARN_LOG_FMT(VIDEO,
|
|
"Approximating logic op with blending, this will produce incorrect rendering.");
|
|
out.blending_state.ApproximateLogicOpWithBlending();
|
|
}
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
|
|
{
|
|
// Always blend in shader
|
|
out.blending_state.hex = 0;
|
|
out.blending_state.colorupdate = in.blending_state.colorupdate.Value();
|
|
out.blending_state.alphaupdate = in.blending_state.alphaupdate.Value();
|
|
out.ps_uid.GetUidData()->no_dual_src = true;
|
|
}
|
|
else if (!g_ActiveConfig.backend_info.bSupportsDualSourceBlend ||
|
|
(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) &&
|
|
!out.blending_state.RequiresDualSrc()))
|
|
{
|
|
out.blending_state.usedualsrc = false;
|
|
out.ps_uid.GetUidData()->no_dual_src = true;
|
|
}
|
|
|
|
if (g_ActiveConfig.UseVSForLinePointExpand())
|
|
{
|
|
// All primitives are expanded to triangles in the vertex shader
|
|
PrimitiveType prim = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
|
|
PrimitiveType::TriangleStrip :
|
|
PrimitiveType::Triangles;
|
|
out.rasterization_state.primitive = prim;
|
|
out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim);
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
std::optional<AbstractPipelineConfig>
|
|
ShaderCache::GetGXPipelineConfig(const GXUberPipelineUid& config_in)
|
|
{
|
|
GXUberPipelineUid config = ApplyDriverBugs(config_in);
|
|
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));
|
|
|
|
UberShader::PixelShaderUid ps_uid = config.ps_uid;
|
|
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &ps_uid);
|
|
|
|
const AbstractShader* ps;
|
|
auto ps_iter = m_uber_ps_cache.shader_map.find(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(ps_uid, CompilePixelUberShader(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,
|
|
AbstractPipelineUsage::GXUber);
|
|
}
|
|
|
|
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);
|
|
|
|
if (g_ActiveConfig.bShaderCache)
|
|
{
|
|
auto cache_data = entry.first->GetCacheData();
|
|
if (!cache_data.empty())
|
|
{
|
|
SerializedGXPipelineUid disk_uid;
|
|
SerializePipelineUid(config, disk_uid);
|
|
m_gx_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
|
|
static_cast<u32>(cache_data.size()));
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
if (g_ActiveConfig.bShaderCache)
|
|
{
|
|
auto cache_data = entry.first->GetCacheData();
|
|
if (!cache_data.empty())
|
|
{
|
|
SerializedGXUberPipelineUid disk_uid;
|
|
SerializePipelineUid(config, disk_uid);
|
|
m_gx_uber_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
|
|
static_cast<u32>(cache_data.size()));
|
|
}
|
|
}
|
|
}
|
|
|
|
return entry.first.get();
|
|
}
|
|
|
|
void ShaderCache::LoadPipelineUIDCache()
|
|
{
|
|
constexpr u32 CACHE_FILE_MAGIC = 0x44495550; // PUID
|
|
constexpr size_t CACHE_HEADER_SIZE = sizeof(u32) + sizeof(u32);
|
|
std::string filename =
|
|
File::GetUserPath(D_CACHE_IDX) + SConfig::GetInstance().GetGameID() + ".uidcache";
|
|
if (m_gx_pipeline_uid_cache_file.Open(filename, "rb+"))
|
|
{
|
|
// If an existing case exists, validate the version before reading entries.
|
|
u32 existing_magic;
|
|
u32 existing_version;
|
|
bool uid_file_valid = false;
|
|
if (m_gx_pipeline_uid_cache_file.ReadBytes(&existing_magic, sizeof(existing_magic)) &&
|
|
m_gx_pipeline_uid_cache_file.ReadBytes(&existing_version, sizeof(existing_version)) &&
|
|
existing_magic == CACHE_FILE_MAGIC && existing_version == GX_PIPELINE_UID_VERSION)
|
|
{
|
|
// Ensure the expected size matches the actual size of the file. If it doesn't, it means
|
|
// the cache file may be corrupted, and we should not proceed with loading potentially
|
|
// garbage or invalid UIDs.
|
|
const u64 file_size = m_gx_pipeline_uid_cache_file.GetSize();
|
|
const size_t uid_count =
|
|
static_cast<size_t>(file_size - CACHE_HEADER_SIZE) / sizeof(SerializedGXPipelineUid);
|
|
const size_t expected_size = uid_count * sizeof(SerializedGXPipelineUid) + CACHE_HEADER_SIZE;
|
|
uid_file_valid = file_size == expected_size;
|
|
if (uid_file_valid)
|
|
{
|
|
for (size_t i = 0; i < uid_count; i++)
|
|
{
|
|
SerializedGXPipelineUid serialized_uid;
|
|
if (m_gx_pipeline_uid_cache_file.ReadBytes(&serialized_uid, sizeof(serialized_uid)))
|
|
{
|
|
// This just adds the pipeline to the map, it is compiled later.
|
|
AddSerializedGXPipelineUID(serialized_uid);
|
|
}
|
|
else
|
|
{
|
|
uid_file_valid = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We open the file for reading and writing, so we must seek to the end before writing.
|
|
if (uid_file_valid)
|
|
uid_file_valid = m_gx_pipeline_uid_cache_file.Seek(expected_size, File::SeekOrigin::Begin);
|
|
}
|
|
|
|
// If the file is invalid, close it. We re-open and truncate it below.
|
|
if (!uid_file_valid)
|
|
m_gx_pipeline_uid_cache_file.Close();
|
|
}
|
|
|
|
// If the file is not open, it means it was either corrupted or didn't exist.
|
|
if (!m_gx_pipeline_uid_cache_file.IsOpen())
|
|
{
|
|
if (m_gx_pipeline_uid_cache_file.Open(filename, "wb"))
|
|
{
|
|
// Write the version identifier.
|
|
m_gx_pipeline_uid_cache_file.WriteBytes(&CACHE_FILE_MAGIC, sizeof(GX_PIPELINE_UID_VERSION));
|
|
m_gx_pipeline_uid_cache_file.WriteBytes(&GX_PIPELINE_UID_VERSION,
|
|
sizeof(GX_PIPELINE_UID_VERSION));
|
|
|
|
// Write any current UIDs out to the file.
|
|
// This way, if we load a UID cache where the data was incomplete (e.g. Dolphin crashed),
|
|
// we don't lose the existing UIDs which were previously at the beginning.
|
|
for (const auto& it : m_gx_pipeline_cache)
|
|
AppendGXPipelineUID(it.first);
|
|
}
|
|
}
|
|
|
|
INFO_LOG_FMT(VIDEO, "Read {} pipeline UIDs from {}", m_gx_pipeline_cache.size(), filename);
|
|
}
|
|
|
|
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;
|
|
UnserializePipelineUid(uid, real_uid);
|
|
|
|
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;
|
|
|
|
SerializedGXPipelineUid disk_uid;
|
|
SerializePipelineUid(config, disk_uid);
|
|
if (!m_gx_pipeline_uid_cache_file.WriteBytes(&disk_uid, sizeof(disk_uid)))
|
|
{
|
|
WARN_LOG_FMT(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;
|
|
|
|
GXPipelineUid actual_uid = ApplyDriverBugs(uid);
|
|
|
|
auto vs_it = shader_cache->m_vs_cache.shader_map.find(actual_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(actual_uid.vs_uid, priority);
|
|
|
|
PixelShaderUid ps_uid = actual_uid.ps_uid;
|
|
ClearUnusedPixelShaderUidBits(shader_cache->m_api_type, shader_cache->m_host_config, &ps_uid);
|
|
|
|
auto ps_it = shader_cache->m_ps_cache.shader_map.find(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(ps_uid, priority);
|
|
|
|
return stages_ready;
|
|
}
|
|
|
|
bool Compile() override
|
|
{
|
|
if (config)
|
|
pipeline = g_gfx->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->GetGXPipelineConfig(uid);
|
|
}
|
|
|
|
bool SetStagesReady()
|
|
{
|
|
stages_ready = true;
|
|
|
|
GXUberPipelineUid actual_uid = ApplyDriverBugs(uid);
|
|
|
|
auto vs_it = shader_cache->m_uber_vs_cache.shader_map.find(actual_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(actual_uid.vs_uid, priority);
|
|
|
|
UberShader::PixelShaderUid ps_uid = actual_uid.ps_uid;
|
|
UberShader::ClearUnusedPixelShaderUidBits(shader_cache->m_api_type,
|
|
shader_cache->m_host_config, &ps_uid);
|
|
|
|
auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(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(ps_uid, priority);
|
|
|
|
return stages_ready;
|
|
}
|
|
|
|
bool Compile() override
|
|
{
|
|
if (config)
|
|
UberPipeline = g_gfx->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 = ComponentFormat::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, const BlendingState& blend) {
|
|
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::GetCullBackFaceRasterizationState(
|
|
static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = blend;
|
|
if (ps_uid.GetUidData()->uint_output)
|
|
{
|
|
// uint_output is only ever enabled when logic ops are enabled.
|
|
config.blending_state.logicopenable = true;
|
|
config.blending_state.logicmode = LogicOp::And;
|
|
}
|
|
|
|
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;
|
|
|
|
UberShader::PixelShaderUid cleared_puid = puid;
|
|
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &cleared_puid);
|
|
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
|
|
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
|
|
(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
|
|
{
|
|
return;
|
|
}
|
|
BlendingState blend = RenderState::GetNoBlendingBlendState();
|
|
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
|
|
if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
|
|
{
|
|
// Not all GPUs need all the pipeline state compiled into shaders, so they tend to key
|
|
// compiled shaders based on some subset of the pipeline state.
|
|
// Some test results:
|
|
// (GPUs tested: AMD Radeon Pro 5600M, Nvidia GT 750M, Intel UHD 630,
|
|
// Intel Iris Pro 5200, Apple M1)
|
|
// MacOS Metal:
|
|
// - AMD, Nvidia, Intel GPUs: Shaders are keyed on vertex layout and whether or not
|
|
// dual source blend is enabled. That's it.
|
|
// - Apple GPUs: Shaders are keyed on vertex layout and all blending settings. We use
|
|
// framebuffer fetch here, so the only blending settings used by ubershaders are the
|
|
// alphaupdate and colorupdate ones. Also keyed on primitive type, but Metal supports
|
|
// setting it to "unknown" and we do for ubershaders (but MoltenVK won't).
|
|
// Windows Vulkan:
|
|
// - AMD, Nvidia: Definitely keyed on dual source blend, but the others seem more random
|
|
// Changing a setting on one shader will require a recompile, but changing the same
|
|
// setting on another won't. Compiling a copy with alphaupdate off, colorupdate off,
|
|
// and one with DSB on seems to get pretty good coverage though.
|
|
// Windows D3D12:
|
|
// - AMD: Keyed on dual source blend and vertex layout
|
|
// - Nvidia Kepler: No recompiles for changes to vertex layout or blend
|
|
blend.alphaupdate = false;
|
|
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
|
|
blend.alphaupdate = true;
|
|
blend.colorupdate = false;
|
|
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
|
|
blend.colorupdate = true;
|
|
if (!cleared_puid.GetUidData()->no_dual_src && !cleared_puid.GetUidData()->uint_output)
|
|
{
|
|
blend.blendenable = true;
|
|
blend.usedualsrc = true;
|
|
blend.srcfactor = SrcBlendFactor::SrcAlpha;
|
|
blend.dstfactor = DstBlendFactor::InvSrcAlpha;
|
|
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
|
|
}
|
|
}
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
const AbstractPipeline*
|
|
ShaderCache::GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid)
|
|
{
|
|
auto iter = m_efb_copy_to_vram_pipelines.find(uid);
|
|
if (iter != m_efb_copy_to_vram_pipelines.end())
|
|
return iter->second.get();
|
|
|
|
auto shader_code = TextureConversionShaderGen::GeneratePixelShader(m_api_type, uid.GetUidData());
|
|
auto shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Pixel, shader_code.GetBuffer(),
|
|
fmt::format("EFB copy to VRAM pixel shader: {}", *uid.GetUidData()));
|
|
if (!shader)
|
|
{
|
|
m_efb_copy_to_vram_pipelines.emplace(uid, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
AbstractPipelineConfig config = {};
|
|
config.vertex_format = nullptr;
|
|
config.vertex_shader = m_efb_copy_vertex_shader.get();
|
|
config.geometry_shader =
|
|
UseGeometryShaderForEFBCopies() ? m_texcoord_geometry_shader.get() : nullptr;
|
|
config.pixel_shader = shader.get();
|
|
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
|
|
config.usage = AbstractPipelineUsage::Utility;
|
|
auto iiter = m_efb_copy_to_vram_pipelines.emplace(uid, g_gfx->CreatePipeline(config));
|
|
return iiter.first->second.get();
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams& uid)
|
|
{
|
|
auto iter = m_efb_copy_to_ram_pipelines.find(uid);
|
|
if (iter != m_efb_copy_to_ram_pipelines.end())
|
|
return iter->second.get();
|
|
|
|
const std::string shader_code =
|
|
TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
|
|
const auto shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Pixel, shader_code, fmt::format("EFB copy to RAM pixel shader: {}", uid));
|
|
if (!shader)
|
|
{
|
|
m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
AbstractPipelineConfig config = {};
|
|
config.vertex_shader = m_screen_quad_vertex_shader.get();
|
|
config.pixel_shader = shader.get();
|
|
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
config.framebuffer_state = RenderState::GetColorFramebufferState(AbstractTextureFormat::BGRA8);
|
|
config.usage = AbstractPipelineUsage::Utility;
|
|
auto iiter = m_efb_copy_to_ram_pipelines.emplace(uid, g_gfx->CreatePipeline(config));
|
|
return iiter.first->second.get();
|
|
}
|
|
|
|
bool ShaderCache::CompileSharedPipelines()
|
|
{
|
|
m_screen_quad_vertex_shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader(),
|
|
"Screen quad vertex shader");
|
|
m_texture_copy_vertex_shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader(),
|
|
"Texture copy vertex shader");
|
|
m_efb_copy_vertex_shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Vertex, TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer(),
|
|
"EFB copy vertex shader");
|
|
if (!m_screen_quad_vertex_shader || !m_texture_copy_vertex_shader || !m_efb_copy_vertex_shader)
|
|
return false;
|
|
|
|
if (UseGeometryShaderForEFBCopies())
|
|
{
|
|
m_texcoord_geometry_shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0),
|
|
"Texcoord passthrough geometry shader");
|
|
m_color_geometry_shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1),
|
|
"Color passthrough geometry shader");
|
|
if (!m_texcoord_geometry_shader || !m_color_geometry_shader)
|
|
return false;
|
|
}
|
|
|
|
m_texture_copy_pixel_shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader(),
|
|
"Texture copy pixel shader");
|
|
m_color_pixel_shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader(), "Color pixel shader");
|
|
if (!m_texture_copy_pixel_shader || !m_color_pixel_shader)
|
|
return false;
|
|
|
|
AbstractPipelineConfig config;
|
|
config.vertex_format = nullptr;
|
|
config.vertex_shader = m_texture_copy_vertex_shader.get();
|
|
config.geometry_shader = nullptr;
|
|
config.pixel_shader = m_texture_copy_pixel_shader.get();
|
|
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
|
|
config.usage = AbstractPipelineUsage::Utility;
|
|
m_copy_rgba8_pipeline = g_gfx->CreatePipeline(config);
|
|
if (!m_copy_rgba8_pipeline)
|
|
return false;
|
|
|
|
if (UseGeometryShaderForEFBCopies())
|
|
{
|
|
config.geometry_shader = m_texcoord_geometry_shader.get();
|
|
m_rgba8_stereo_copy_pipeline = g_gfx->CreatePipeline(config);
|
|
if (!m_rgba8_stereo_copy_pipeline)
|
|
return false;
|
|
}
|
|
|
|
if (m_host_config.backend_palette_conversion)
|
|
{
|
|
config.vertex_shader = m_screen_quad_vertex_shader.get();
|
|
config.geometry_shader = nullptr;
|
|
|
|
for (size_t i = 0; i < NUM_PALETTE_CONVERSION_SHADERS; i++)
|
|
{
|
|
TLUTFormat format = static_cast<TLUTFormat>(i);
|
|
auto shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Pixel,
|
|
TextureConversionShaderTiled::GeneratePaletteConversionShader(format, m_api_type),
|
|
fmt::format("Palette conversion pixel shader: {}", format));
|
|
if (!shader)
|
|
return false;
|
|
|
|
config.pixel_shader = shader.get();
|
|
m_palette_conversion_pipelines[i] = g_gfx->CreatePipeline(config);
|
|
if (!m_palette_conversion_pipelines[i])
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::GetPaletteConversionPipeline(TLUTFormat format)
|
|
{
|
|
ASSERT(static_cast<size_t>(format) < NUM_PALETTE_CONVERSION_SHADERS);
|
|
return m_palette_conversion_pipelines[static_cast<size_t>(format)].get();
|
|
}
|
|
|
|
const AbstractPipeline* ShaderCache::GetTextureReinterpretPipeline(TextureFormat from_format,
|
|
TextureFormat to_format)
|
|
{
|
|
const auto key = std::make_pair(from_format, to_format);
|
|
auto iter = m_texture_reinterpret_pipelines.find(key);
|
|
if (iter != m_texture_reinterpret_pipelines.end())
|
|
return iter->second.get();
|
|
|
|
std::string shader_source =
|
|
FramebufferShaderGen::GenerateTextureReinterpretShader(from_format, to_format);
|
|
if (shader_source.empty())
|
|
{
|
|
m_texture_reinterpret_pipelines.emplace(key, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
std::unique_ptr<AbstractShader> shader = g_gfx->CreateShaderFromSource(
|
|
ShaderStage::Pixel, shader_source,
|
|
fmt::format("Texture reinterpret pixel shader: {} to {}", from_format, to_format));
|
|
if (!shader)
|
|
{
|
|
m_texture_reinterpret_pipelines.emplace(key, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
AbstractPipelineConfig config;
|
|
config.vertex_format = nullptr;
|
|
config.vertex_shader = m_screen_quad_vertex_shader.get();
|
|
config.geometry_shader = nullptr;
|
|
config.pixel_shader = shader.get();
|
|
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
|
|
config.depth_state = RenderState::GetNoDepthTestingDepthState();
|
|
config.blending_state = RenderState::GetNoBlendingBlendState();
|
|
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
|
|
config.usage = AbstractPipelineUsage::Utility;
|
|
auto iiter = m_texture_reinterpret_pipelines.emplace(key, g_gfx->CreatePipeline(config));
|
|
return iiter.first->second.get();
|
|
}
|
|
|
|
const AbstractShader*
|
|
ShaderCache::GetTextureDecodingShader(TextureFormat format,
|
|
std::optional<TLUTFormat> palette_format)
|
|
{
|
|
const auto key = std::make_pair(static_cast<u32>(format),
|
|
static_cast<u32>(palette_format.value_or(TLUTFormat::IA8)));
|
|
const auto iter = m_texture_decoding_shaders.find(key);
|
|
if (iter != m_texture_decoding_shaders.end())
|
|
return iter->second.get();
|
|
|
|
const std::string shader_source =
|
|
TextureConversionShaderTiled::GenerateDecodingShader(format, palette_format, APIType::OpenGL);
|
|
if (shader_source.empty())
|
|
{
|
|
m_texture_decoding_shaders.emplace(key, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
const std::string name =
|
|
palette_format.has_value() ?
|
|
fmt::format("Texture decoding compute shader: {}, {}", format, *palette_format) :
|
|
fmt::format("Texture decoding compute shader: {}", format);
|
|
|
|
std::unique_ptr<AbstractShader> shader =
|
|
g_gfx->CreateShaderFromSource(ShaderStage::Compute, shader_source, name);
|
|
if (!shader)
|
|
{
|
|
m_texture_decoding_shaders.emplace(key, nullptr);
|
|
return nullptr;
|
|
}
|
|
|
|
const auto iiter = m_texture_decoding_shaders.emplace(key, std::move(shader));
|
|
return iiter.first->second.get();
|
|
}
|
|
} // namespace VideoCommon
|