summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D12/ShaderCache.cpp
diff options
context:
space:
mode:
authorhdcmeta <hdcmeta@gmail.com>2016-01-07 19:40:35 -0800
committerhdcmeta <hdcmeta@gmail.com>2016-02-15 09:48:25 -0800
commit8cc686b3606deb1a3638281da9c12180a481e899 (patch)
tree6adae584fcc27911bf4464deb8a62d468472c98c /Source/Core/VideoBackends/D3D12/ShaderCache.cpp
parenta2e2e36745717135d42df2d17965aa709480e3e3 (diff)
D3D12: Initial commit for D3D12 backend implementation.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/ShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/ShaderCache.cpp388
1 files changed, 388 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp
new file mode 100644
index 0000000000..299834434b
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp
@@ -0,0 +1,388 @@
+// Copyright 2015 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "Common/LinearDiskCache.h"
+
+#include "Core/ConfigManager.h"
+
+#include "VideoBackends/D3D12/D3DCommandListManager.h"
+#include "VideoBackends/D3D12/D3DShader.h"
+#include "VideoBackends/D3D12/ShaderCache.h"
+
+#include "VideoCommon/Debugger.h"
+#include "VideoCommon/Statistics.h"
+
+namespace DX12
+{
+
+// Primitive topology type is always triangle, unless the GS stage is used. This is consumed
+// by the PSO created in Renderer::ApplyState.
+static D3D12_PRIMITIVE_TOPOLOGY_TYPE s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+
+using GsBytecodeCache = std::map<GeometryShaderUid, D3D12_SHADER_BYTECODE>;
+using PsBytecodeCache = std::map<PixelShaderUid, D3D12_SHADER_BYTECODE>;
+using VsBytecodeCache = std::map<VertexShaderUid, D3D12_SHADER_BYTECODE>;
+GsBytecodeCache s_gs_bytecode_cache;
+PsBytecodeCache s_ps_bytecode_cache;
+VsBytecodeCache s_vs_bytecode_cache;
+
+// Used to keep track of blobs to release at Shutdown time.
+static std::vector<ID3DBlob*> s_shader_blob_list;
+
+// Only used for shader debugging..
+using GsHlslCache = std::map<GeometryShaderUid, std::string>;
+using PsHlslCache = std::map<PixelShaderUid, std::string>;
+using VsHlslCache = std::map<VertexShaderUid, std::string>;
+static GsHlslCache s_gs_hlsl_cache;
+static PsHlslCache s_ps_hlsl_cache;
+static VsHlslCache s_vs_hlsl_cache;
+
+static LinearDiskCache<GeometryShaderUid, u8> s_gs_disk_cache;
+static LinearDiskCache<PixelShaderUid, u8> s_ps_disk_cache;
+static LinearDiskCache<VertexShaderUid, u8> s_vs_disk_cache;
+
+static UidChecker<GeometryShaderUid, ShaderCode> s_geometry_uid_checker;
+static UidChecker<PixelShaderUid, ShaderCode> s_pixel_uid_checker;
+static UidChecker<VertexShaderUid, ShaderCode> s_vertex_uid_checker;
+
+static D3D12_SHADER_BYTECODE s_last_geometry_shader_bytecode;
+static D3D12_SHADER_BYTECODE s_last_pixel_shader_bytecode;
+static D3D12_SHADER_BYTECODE s_last_vertex_shader_bytecode;
+static GeometryShaderUid s_last_geometry_shader_uid;
+static PixelShaderUid s_last_pixel_shader_uid;
+static VertexShaderUid s_last_vertex_shader_uid;
+
+template<class UidType, class ShaderCacheType, ShaderCacheType* cache>
+class ShaderCacheInserter final : public LinearDiskCacheReader<UidType, u8>
+{
+public:
+ void Read(const UidType &key, const u8* value, u32 value_size)
+ {
+ ID3DBlob* blob = nullptr;
+ CheckHR(d3d_create_blob(value_size, &blob));
+ memcpy(blob->GetBufferPointer(), value, value_size);
+
+ ShaderCache::InsertByteCode<UidType, ShaderCacheType>(key, cache, blob);
+ }
+};
+
+void ShaderCache::Init()
+{
+ // This class intentionally shares its shader cache files with DX11, as the shaders are (right now) identical.
+ // Reduces unnecessary compilation when switching between APIs.
+
+ s_last_geometry_shader_bytecode = {};
+ s_last_pixel_shader_bytecode = {};
+ s_last_vertex_shader_bytecode = {};
+ s_last_geometry_shader_uid = {};
+ s_last_pixel_shader_uid = {};
+ s_last_vertex_shader_uid = {};
+
+ // Ensure shader cache directory exists..
+ std::string shader_cache_path = File::GetUserPath(D_SHADERCACHE_IDX);
+
+ if (!File::Exists(shader_cache_path))
+ File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
+
+ std::string title_unique_id = SConfig::GetInstance().m_strUniqueID.c_str();
+
+ std::string gs_cache_filename = StringFromFormat("%sdx11-%s-gs.cache", shader_cache_path.c_str(), title_unique_id.c_str());
+ std::string ps_cache_filename = StringFromFormat("%sdx11-%s-ps.cache", shader_cache_path.c_str(), title_unique_id.c_str());
+ std::string vs_cache_filename = StringFromFormat("%sdx11-%s-vs.cache", shader_cache_path.c_str(), title_unique_id.c_str());
+
+ ShaderCacheInserter<GeometryShaderUid, GsBytecodeCache, &s_gs_bytecode_cache> gs_inserter;
+ s_gs_disk_cache.OpenAndRead(gs_cache_filename, gs_inserter);
+
+ ShaderCacheInserter<PixelShaderUid, PsBytecodeCache, &s_ps_bytecode_cache> ps_inserter;
+ s_ps_disk_cache.OpenAndRead(ps_cache_filename, ps_inserter);
+
+ ShaderCacheInserter<VertexShaderUid, VsBytecodeCache, &s_vs_bytecode_cache> vs_inserter;
+ s_vs_disk_cache.OpenAndRead(vs_cache_filename, vs_inserter);
+
+ // Clear out cache when debugging shaders to ensure stale ones don't stick around..
+ if (g_Config.bEnableShaderDebugging)
+ Clear();
+
+ SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
+ SETSTAT(stats.numPixelShadersCreated, static_cast<int>(s_ps_bytecode_cache.size()));
+ SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
+ SETSTAT(stats.numVertexShadersCreated, static_cast<int>(s_vs_bytecode_cache.size()));
+}
+
+void ShaderCache::Clear()
+{
+ for (auto& iter : s_shader_blob_list)
+ SAFE_RELEASE(iter);
+
+ s_shader_blob_list.clear();
+
+ s_gs_bytecode_cache.clear();
+ s_ps_bytecode_cache.clear();
+ s_vs_bytecode_cache.clear();
+
+ s_last_geometry_shader_bytecode = {};
+ s_last_geometry_shader_uid = {};
+
+ s_last_pixel_shader_bytecode = {};
+ s_last_pixel_shader_uid = {};
+
+ s_last_vertex_shader_bytecode = {};
+ s_last_vertex_shader_uid = {};
+}
+
+void ShaderCache::Shutdown()
+{
+ Clear();
+
+ s_gs_disk_cache.Sync();
+ s_gs_disk_cache.Close();
+ s_ps_disk_cache.Sync();
+ s_ps_disk_cache.Close();
+ s_vs_disk_cache.Sync();
+ s_vs_disk_cache.Close();
+
+ if (g_Config.bEnableShaderDebugging)
+ {
+ s_gs_hlsl_cache.clear();
+ s_ps_hlsl_cache.clear();
+ s_vs_hlsl_cache.clear();
+ }
+
+ s_geometry_uid_checker.Invalidate();
+ s_pixel_uid_checker.Invalidate();
+ s_vertex_uid_checker.Invalidate();
+}
+
+void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type)
+{
+ SetCurrentPrimitiveTopology(gs_primitive_type);
+
+ GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type, API_D3D);
+ PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode, API_D3D);
+ VertexShaderUid vs_uid = GetVertexShaderUid(API_D3D);
+
+ bool gs_changed = gs_uid != s_last_geometry_shader_uid;
+ bool ps_changed = ps_uid != s_last_pixel_shader_uid;
+ bool vs_changed = vs_uid != s_last_vertex_shader_uid;
+
+ if (!gs_changed && !ps_changed && !vs_changed)
+ {
+ return;
+ }
+
+ if (gs_changed)
+ {
+ HandleGSUIDChange(gs_uid, gs_primitive_type);
+ }
+
+ if (ps_changed)
+ {
+ HandlePSUIDChange(ps_uid, ps_dst_alpha_mode);
+ }
+
+ if (vs_changed)
+ {
+ HandleVSUIDChange(vs_uid);
+ }
+
+ // A Uid has changed, so the PSO will need to be reset at next ApplyState.
+ D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
+}
+
+void ShaderCache::SetCurrentPrimitiveTopology(u32 gs_primitive_type)
+{
+ switch (gs_primitive_type)
+ {
+ case PRIMITIVE_TRIANGLES:
+ s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ break;
+ case PRIMITIVE_LINES:
+ s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
+ break;
+ case PRIMITIVE_POINTS:
+ s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
+ break;
+ default:
+ CHECK(0, "Invalid primitive type.");
+ break;
+ }
+}
+
+void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type)
+{
+ s_last_geometry_shader_uid = gs_uid;
+
+ if (g_ActiveConfig.bEnableShaderDebugging)
+ {
+ ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
+ s_geometry_uid_checker.AddToIndexAndCheck(code, gs_uid, "Geometry", "g");
+ }
+
+ if (gs_uid.GetUidData()->IsPassthrough())
+ {
+ s_last_geometry_shader_bytecode = {};
+ return;
+ }
+
+ auto gs_iterator = s_gs_bytecode_cache.find(gs_uid);
+ if (gs_iterator != s_gs_bytecode_cache.end())
+ {
+ s_last_geometry_shader_bytecode = gs_iterator->second;
+ }
+ else
+ {
+ ShaderCode gs_code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
+ ID3DBlob* gs_bytecode = nullptr;
+
+ if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode))
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
+ return;
+ }
+
+ s_last_geometry_shader_bytecode = InsertByteCode<GeometryShaderUid, GsBytecodeCache>(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
+ s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()), static_cast<u32>(gs_bytecode->GetBufferSize()));
+
+ if (g_ActiveConfig.bEnableShaderDebugging && gs_bytecode)
+ {
+ s_gs_hlsl_cache[gs_uid] = gs_code.GetBuffer();
+ }
+ }
+}
+
+void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_alpha_mode)
+{
+ s_last_pixel_shader_uid = ps_uid;
+
+ if (g_ActiveConfig.bEnableShaderDebugging)
+ {
+ ShaderCode code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D);
+ s_pixel_uid_checker.AddToIndexAndCheck(code, ps_uid, "Pixel", "p");
+ }
+
+ auto ps_iterator = s_ps_bytecode_cache.find(ps_uid);
+ if (ps_iterator != s_ps_bytecode_cache.end())
+ {
+ s_last_pixel_shader_bytecode = ps_iterator->second;
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
+ }
+ else
+ {
+ ShaderCode ps_code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D);
+ ID3DBlob* ps_bytecode = nullptr;
+
+ if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
+ return;
+ }
+
+ s_last_pixel_shader_bytecode = InsertByteCode<PixelShaderUid, PsBytecodeCache>(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
+ s_ps_disk_cache.Append(ps_uid, reinterpret_cast<u8*>(ps_bytecode->GetBufferPointer()), static_cast<u32>(ps_bytecode->GetBufferSize()));
+
+ SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
+ INCSTAT(stats.numPixelShadersCreated);
+
+ if (g_ActiveConfig.bEnableShaderDebugging && ps_bytecode)
+ {
+ s_ps_hlsl_cache[ps_uid] = ps_code.GetBuffer();
+ }
+ }
+}
+
+void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
+{
+ s_last_vertex_shader_uid = vs_uid;
+
+ if (g_ActiveConfig.bEnableShaderDebugging)
+ {
+ ShaderCode code = GenerateVertexShaderCode(API_D3D);
+ s_vertex_uid_checker.AddToIndexAndCheck(code, vs_uid, "Vertex", "v");
+ }
+
+ auto vs_iterator = s_vs_bytecode_cache.find(vs_uid);
+ if (vs_iterator != s_vs_bytecode_cache.end())
+ {
+ s_last_vertex_shader_bytecode = vs_iterator->second;
+ GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
+ }
+ else
+ {
+ ShaderCode vs_code = GenerateVertexShaderCode(API_D3D);
+ ID3DBlob* vs_bytecode = nullptr;
+
+ if (!D3D::CompileVertexShader(vs_code.GetBuffer(), &vs_bytecode))
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
+ return;
+ }
+
+ s_last_vertex_shader_bytecode = InsertByteCode<VertexShaderUid, VsBytecodeCache>(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
+ s_vs_disk_cache.Append(vs_uid, reinterpret_cast<u8*>(vs_bytecode->GetBufferPointer()), static_cast<u32>(vs_bytecode->GetBufferSize()));
+
+ SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
+ INCSTAT(stats.numVertexShadersCreated);
+
+ if (g_ActiveConfig.bEnableShaderDebugging && vs_bytecode)
+ {
+ s_vs_hlsl_cache[vs_uid] = vs_code.GetBuffer();
+ }
+ }
+}
+
+template<class UidType, class ShaderCacheType>
+D3D12_SHADER_BYTECODE ShaderCache::InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache, ID3DBlob* bytecode_blob)
+{
+ // Note: Don't release the incoming bytecode, we need it to stick around, since in D3D12
+ // the raw bytecode itself is bound. It is released at Shutdown() time.
+
+ s_shader_blob_list.push_back(bytecode_blob);
+
+ D3D12_SHADER_BYTECODE shader_bytecode;
+ shader_bytecode.pShaderBytecode = bytecode_blob->GetBufferPointer();
+ shader_bytecode.BytecodeLength = bytecode_blob->GetBufferSize();
+
+ (*shader_cache)[uid] = shader_bytecode;
+
+ return shader_bytecode;
+}
+
+D3D12_PRIMITIVE_TOPOLOGY_TYPE ShaderCache::GetCurrentPrimitiveTopology() { return s_current_primitive_topology; }
+
+D3D12_SHADER_BYTECODE ShaderCache::GetActiveGeometryShaderBytecode() { return s_last_geometry_shader_bytecode; }
+D3D12_SHADER_BYTECODE ShaderCache::GetActivePixelShaderBytecode() { return s_last_pixel_shader_bytecode; }
+D3D12_SHADER_BYTECODE ShaderCache::GetActiveVertexShaderBytecode() { return s_last_vertex_shader_bytecode; }
+
+const GeometryShaderUid* ShaderCache::GetActiveGeometryShaderUid() { return &s_last_geometry_shader_uid; }
+const PixelShaderUid* ShaderCache::GetActivePixelShaderUid() { return &s_last_pixel_shader_uid; }
+const VertexShaderUid* ShaderCache::GetActiveVertexShaderUid() { return &s_last_vertex_shader_uid; }
+
+D3D12_SHADER_BYTECODE ShaderCache::GetGeometryShaderFromUid(const GeometryShaderUid* uid)
+{
+ auto bytecode = s_gs_bytecode_cache.find(*uid);
+ if (bytecode != s_gs_bytecode_cache.end())
+ return bytecode->second;
+
+ return D3D12_SHADER_BYTECODE();
+}
+
+D3D12_SHADER_BYTECODE ShaderCache::GetPixelShaderFromUid(const PixelShaderUid* uid)
+{
+ auto bytecode = s_ps_bytecode_cache.find(*uid);
+ if (bytecode != s_ps_bytecode_cache.end())
+ return bytecode->second;
+
+ return D3D12_SHADER_BYTECODE();
+}
+
+D3D12_SHADER_BYTECODE ShaderCache::GetVertexShaderFromUid(const VertexShaderUid* uid)
+{
+ auto bytecode = s_vs_bytecode_cache.find(*uid);
+ if (bytecode != s_vs_bytecode_cache.end())
+ return bytecode->second;
+
+ return D3D12_SHADER_BYTECODE();
+}
+
+} \ No newline at end of file