mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-12-30 21:31:00 +01:00
07ed932a09
Gets the interface out of the global namespace.
261 lines
11 KiB
C++
261 lines
11 KiB
C++
// Copyright 2018 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#pragma once
|
|
|
|
#include <array>
|
|
#include <cstddef>
|
|
#include <cstring>
|
|
#include <map>
|
|
#include <memory>
|
|
#include <optional>
|
|
#include <string>
|
|
#include <unordered_map>
|
|
#include <utility>
|
|
|
|
#include "Common/CommonTypes.h"
|
|
#include "Common/IOFile.h"
|
|
#include "Common/LinearDiskCache.h"
|
|
|
|
#include "VideoCommon/AbstractPipeline.h"
|
|
#include "VideoCommon/AbstractShader.h"
|
|
#include "VideoCommon/AsyncShaderCompiler.h"
|
|
#include "VideoCommon/GXPipelineTypes.h"
|
|
#include "VideoCommon/GeometryShaderGen.h"
|
|
#include "VideoCommon/PixelShaderGen.h"
|
|
#include "VideoCommon/RenderState.h"
|
|
#include "VideoCommon/TextureCacheBase.h"
|
|
#include "VideoCommon/TextureConversionShader.h"
|
|
#include "VideoCommon/TextureConverterShaderGen.h"
|
|
#include "VideoCommon/UberShaderPixel.h"
|
|
#include "VideoCommon/UberShaderVertex.h"
|
|
#include "VideoCommon/VertexShaderGen.h"
|
|
#include "VideoCommon/VideoEvents.h"
|
|
|
|
class NativeVertexFormat;
|
|
enum class AbstractTextureFormat : u32;
|
|
enum class APIType;
|
|
enum class TextureFormat;
|
|
enum class TLUTFormat;
|
|
|
|
namespace VideoCommon
|
|
{
|
|
class ShaderCache final
|
|
{
|
|
public:
|
|
ShaderCache();
|
|
~ShaderCache();
|
|
|
|
// Perform at startup, create descriptor layouts, compiles all static shaders.
|
|
bool Initialize();
|
|
void Shutdown();
|
|
|
|
// Compiles/loads cached shaders.
|
|
void InitializeShaderCache();
|
|
|
|
// Changes the shader host config. Shaders should be reloaded afterwards.
|
|
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
|
|
|
|
// Reloads/recreates all shaders and pipelines.
|
|
void Reload();
|
|
|
|
// Retrieves all pending shaders/pipelines from the async compiler.
|
|
void RetrieveAsyncShaders();
|
|
|
|
// Accesses ShaderGen shader caches
|
|
const AbstractPipeline* GetPipelineForUid(const GXPipelineUid& uid);
|
|
const AbstractPipeline* GetUberPipelineForUid(const GXUberPipelineUid& uid);
|
|
|
|
// Accesses ShaderGen shader caches asynchronously.
|
|
// The optional will be empty if this pipeline is now background compiling.
|
|
std::optional<const AbstractPipeline*> GetPipelineForUidAsync(const GXPipelineUid& uid);
|
|
|
|
// Shared shaders
|
|
const AbstractShader* GetScreenQuadVertexShader() const
|
|
{
|
|
return m_screen_quad_vertex_shader.get();
|
|
}
|
|
const AbstractShader* GetTextureCopyVertexShader() const
|
|
{
|
|
return m_texture_copy_vertex_shader.get();
|
|
}
|
|
const AbstractShader* GetEFBCopyVertexShader() const { return m_efb_copy_vertex_shader.get(); }
|
|
const AbstractShader* GetTexcoordGeometryShader() const
|
|
{
|
|
return m_texcoord_geometry_shader.get();
|
|
}
|
|
const AbstractShader* GetTextureCopyPixelShader() const
|
|
{
|
|
return m_texture_copy_pixel_shader.get();
|
|
}
|
|
const AbstractShader* GetColorGeometryShader() const { return m_color_geometry_shader.get(); }
|
|
const AbstractShader* GetColorPixelShader() const { return m_color_pixel_shader.get(); }
|
|
|
|
// EFB copy to RAM/VRAM pipelines
|
|
const AbstractPipeline*
|
|
GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid);
|
|
const AbstractPipeline* GetEFBCopyToRAMPipeline(const EFBCopyParams& uid);
|
|
|
|
// RGBA8 framebuffer copy pipelines
|
|
const AbstractPipeline* GetRGBA8CopyPipeline() const { return m_copy_rgba8_pipeline.get(); }
|
|
const AbstractPipeline* GetRGBA8StereoCopyPipeline() const
|
|
{
|
|
return m_rgba8_stereo_copy_pipeline.get();
|
|
}
|
|
|
|
// Palette texture conversion pipelines
|
|
const AbstractPipeline* GetPaletteConversionPipeline(TLUTFormat format);
|
|
|
|
// Texture reinterpret pipelines
|
|
const AbstractPipeline* GetTextureReinterpretPipeline(TextureFormat from_format,
|
|
TextureFormat to_format);
|
|
|
|
// Texture decoding compute shaders
|
|
const AbstractShader* GetTextureDecodingShader(TextureFormat format,
|
|
std::optional<TLUTFormat> palette_format);
|
|
|
|
private:
|
|
static constexpr size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
|
|
|
|
void WaitForAsyncCompiler();
|
|
void LoadCaches();
|
|
void ClearCaches();
|
|
void LoadPipelineUIDCache();
|
|
void ClosePipelineUIDCache();
|
|
void CompileMissingPipelines();
|
|
void QueueUberShaderPipelines();
|
|
bool CompileSharedPipelines();
|
|
|
|
// GX shader compiler methods
|
|
std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid) const;
|
|
std::unique_ptr<AbstractShader>
|
|
CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const;
|
|
std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid) const;
|
|
std::unique_ptr<AbstractShader>
|
|
CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const;
|
|
const AbstractShader* InsertVertexShader(const VertexShaderUid& uid,
|
|
std::unique_ptr<AbstractShader> shader);
|
|
const AbstractShader* InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
|
|
std::unique_ptr<AbstractShader> shader);
|
|
const AbstractShader* InsertPixelShader(const PixelShaderUid& uid,
|
|
std::unique_ptr<AbstractShader> shader);
|
|
const AbstractShader* InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
|
|
std::unique_ptr<AbstractShader> shader);
|
|
const AbstractShader* CreateGeometryShader(const GeometryShaderUid& uid);
|
|
bool NeedsGeometryShader(const GeometryShaderUid& uid) const;
|
|
|
|
// Should we use geometry shaders for EFB copies?
|
|
bool UseGeometryShaderForEFBCopies() const;
|
|
|
|
// GX pipeline compiler methods
|
|
AbstractPipelineConfig
|
|
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);
|
|
std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXPipelineUid& uid);
|
|
std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXUberPipelineUid& uid);
|
|
const AbstractPipeline* InsertGXPipeline(const GXPipelineUid& config,
|
|
std::unique_ptr<AbstractPipeline> pipeline);
|
|
const AbstractPipeline* InsertGXUberPipeline(const GXUberPipelineUid& config,
|
|
std::unique_ptr<AbstractPipeline> pipeline);
|
|
void AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid);
|
|
void AppendGXPipelineUID(const GXPipelineUid& config);
|
|
|
|
// ASync Compiler Methods
|
|
void QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority);
|
|
void QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority);
|
|
void QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority);
|
|
void QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority);
|
|
void QueuePipelineCompile(const GXPipelineUid& uid, u32 priority);
|
|
void QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority);
|
|
|
|
// Populating various caches.
|
|
template <ShaderStage stage, typename K, typename T>
|
|
void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid);
|
|
template <typename T>
|
|
void ClearShaderCache(T& cache);
|
|
template <typename KeyType, typename DiskKeyType, typename T>
|
|
void LoadPipelineCache(T& cache, Common::LinearDiskCache<DiskKeyType, u8>& disk_cache,
|
|
APIType api_type, const char* type, bool include_gameid);
|
|
template <typename T, typename Y>
|
|
void ClearPipelineCache(T& cache, Y& disk_cache);
|
|
|
|
// Priorities for compiling. The lower the value, the sooner the pipeline is compiled.
|
|
// The shader cache is compiled last, as it is the least likely to be required. On demand
|
|
// shaders are always compiled before pending ubershaders, as we want to use the ubershader
|
|
// for as few frames as possible, otherwise we risk framerate drops.
|
|
enum : u32
|
|
{
|
|
COMPILE_PRIORITY_ONDEMAND_PIPELINE = 100,
|
|
COMPILE_PRIORITY_UBERSHADER_PIPELINE = 200,
|
|
COMPILE_PRIORITY_SHADERCACHE_PIPELINE = 300
|
|
};
|
|
|
|
// Configuration bits.
|
|
APIType m_api_type;
|
|
ShaderHostConfig m_host_config = {};
|
|
std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
|
|
|
|
// Shared shaders
|
|
std::unique_ptr<AbstractShader> m_screen_quad_vertex_shader;
|
|
std::unique_ptr<AbstractShader> m_texture_copy_vertex_shader;
|
|
std::unique_ptr<AbstractShader> m_efb_copy_vertex_shader;
|
|
std::unique_ptr<AbstractShader> m_texcoord_geometry_shader;
|
|
std::unique_ptr<AbstractShader> m_color_geometry_shader;
|
|
std::unique_ptr<AbstractShader> m_texture_copy_pixel_shader;
|
|
std::unique_ptr<AbstractShader> m_color_pixel_shader;
|
|
|
|
// GX Shader Caches
|
|
template <typename Uid>
|
|
struct ShaderModuleCache
|
|
{
|
|
struct Shader
|
|
{
|
|
std::unique_ptr<AbstractShader> shader;
|
|
bool pending = false;
|
|
};
|
|
std::map<Uid, Shader> shader_map;
|
|
Common::LinearDiskCache<Uid, u8> disk_cache;
|
|
};
|
|
ShaderModuleCache<VertexShaderUid> m_vs_cache;
|
|
ShaderModuleCache<GeometryShaderUid> m_gs_cache;
|
|
ShaderModuleCache<PixelShaderUid> m_ps_cache;
|
|
ShaderModuleCache<UberShader::VertexShaderUid> m_uber_vs_cache;
|
|
ShaderModuleCache<UberShader::PixelShaderUid> m_uber_ps_cache;
|
|
|
|
// GX Pipeline Caches - .first - pipeline, .second - pending
|
|
std::map<GXPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>> m_gx_pipeline_cache;
|
|
std::map<GXUberPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
|
|
m_gx_uber_pipeline_cache;
|
|
File::IOFile m_gx_pipeline_uid_cache_file;
|
|
Common::LinearDiskCache<SerializedGXPipelineUid, u8> m_gx_pipeline_disk_cache;
|
|
Common::LinearDiskCache<SerializedGXUberPipelineUid, u8> m_gx_uber_pipeline_disk_cache;
|
|
|
|
// EFB copy to VRAM/RAM pipelines
|
|
std::map<TextureConversionShaderGen::TCShaderUid, std::unique_ptr<AbstractPipeline>>
|
|
m_efb_copy_to_vram_pipelines;
|
|
std::map<EFBCopyParams, std::unique_ptr<AbstractPipeline>> m_efb_copy_to_ram_pipelines;
|
|
|
|
// Copy pipeline for RGBA8 textures
|
|
std::unique_ptr<AbstractPipeline> m_copy_rgba8_pipeline;
|
|
std::unique_ptr<AbstractPipeline> m_rgba8_stereo_copy_pipeline;
|
|
|
|
// Palette conversion pipelines
|
|
std::array<std::unique_ptr<AbstractPipeline>, NUM_PALETTE_CONVERSION_SHADERS>
|
|
m_palette_conversion_pipelines;
|
|
|
|
// Texture reinterpreting pipeline
|
|
std::map<std::pair<TextureFormat, TextureFormat>, std::unique_ptr<AbstractPipeline>>
|
|
m_texture_reinterpret_pipelines;
|
|
|
|
// Texture decoding shaders
|
|
std::map<std::pair<u32, u32>, std::unique_ptr<AbstractShader>> m_texture_decoding_shaders;
|
|
|
|
Common::EventHook m_frame_end_handler;
|
|
};
|
|
|
|
} // namespace VideoCommon
|
|
|
|
extern std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
|