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authorStenzek <stenzek@gmail.com>2018-02-25 01:15:35 +1000
committerStenzek <stenzek@gmail.com>2018-03-10 15:56:30 +1000
commitdec0c3bce85ceda89ea05f00b94aad00e675598d (patch)
tree8c967a47d8a531ae3f0245e419d7ec652535ee3a /Source/Core
parent24df896eb8d1520706b086039743ef2dca7ce6df (diff)
Move shader caches to VideoCommon
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp134
-rw-r--r--Source/Core/VideoBackends/D3D/GeometryShaderCache.h24
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp325
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.h61
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp63
-rw-r--r--Source/Core/VideoBackends/D3D/Render.h17
-rw-r--r--Source/Core/VideoBackends/D3D/VertexManager.cpp42
-rw-r--r--Source/Core/VideoBackends/D3D/VertexShaderCache.cpp339
-rw-r--r--Source/Core/VideoBackends/D3D/VertexShaderCache.h77
-rw-r--r--Source/Core/VideoBackends/D3D/main.cpp8
-rw-r--r--Source/Core/VideoBackends/Null/CMakeLists.txt1
-rw-r--r--Source/Core/VideoBackends/Null/Null.vcxproj2
-rw-r--r--Source/Core/VideoBackends/Null/NullBackend.cpp13
-rw-r--r--Source/Core/VideoBackends/Null/ShaderCache.cpp77
-rw-r--r--Source/Core/VideoBackends/Null/ShaderCache.h85
-rw-r--r--Source/Core/VideoBackends/Null/VertexManager.cpp5
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp703
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.h148
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp19
-rw-r--r--Source/Core/VideoBackends/OGL/Render.h3
-rw-r--r--Source/Core/VideoBackends/OGL/VertexManager.cpp8
-rw-r--r--Source/Core/VideoBackends/OGL/main.cpp5
-rw-r--r--Source/Core/VideoBackends/Software/SWmain.cpp6
-rw-r--r--Source/Core/VideoBackends/Vulkan/Constants.h4
-rw-r--r--Source/Core/VideoBackends/Vulkan/ObjectCache.cpp24
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.cpp28
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.h4
-rw-r--r--Source/Core/VideoBackends/Vulkan/ShaderCache.cpp527
-rw-r--r--Source/Core/VideoBackends/Vulkan/ShaderCache.h98
-rw-r--r--Source/Core/VideoBackends/Vulkan/StateTracker.cpp457
-rw-r--r--Source/Core/VideoBackends/Vulkan/StateTracker.h86
-rw-r--r--Source/Core/VideoBackends/Vulkan/Util.cpp23
-rw-r--r--Source/Core/VideoBackends/Vulkan/VertexManager.cpp6
-rw-r--r--Source/Core/VideoBackends/Vulkan/main.cpp22
-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp3
-rw-r--r--Source/Core/VideoCommon/CMakeLists.txt1
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.h1
-rw-r--r--Source/Core/VideoCommon/RenderBase.cpp22
-rw-r--r--Source/Core/VideoCommon/RenderBase.h1
-rw-r--r--Source/Core/VideoCommon/ShaderCache.cpp913
-rw-r--r--Source/Core/VideoCommon/ShaderCache.h216
-rw-r--r--Source/Core/VideoCommon/ShaderGenCommon.cpp31
-rw-r--r--Source/Core/VideoCommon/ShaderGenCommon.h2
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp118
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.h22
-rw-r--r--Source/Core/VideoCommon/VideoCommon.vcxproj4
-rw-r--r--Source/Core/VideoCommon/VideoCommon.vcxproj.filters6
-rw-r--r--Source/Core/VideoCommon/VideoConfig.cpp8
48 files changed, 1447 insertions, 3345 deletions
diff --git a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
index cc8a9ba7bc..9941d3e234 100644
--- a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
@@ -6,7 +6,6 @@
#include "Common/Align.h"
#include "Common/FileUtil.h"
-#include "Common/LinearDiskCache.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
@@ -25,16 +24,9 @@
namespace DX11
{
-GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
-const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
-GeometryShaderUid GeometryShaderCache::last_uid;
-const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
-
ID3D11GeometryShader* ClearGeometryShader = nullptr;
ID3D11GeometryShader* CopyGeometryShader = nullptr;
-LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
-
ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
{
return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? ClearGeometryShader : nullptr;
@@ -63,16 +55,6 @@ ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
return gscbuf;
}
-// this class will load the precompiled shaders into our cache
-class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
-{
-public:
- void Read(const GeometryShaderUid& key, const u8* value, u32 value_size)
- {
- GeometryShaderCache::InsertByteCode(key, value, value_size);
- }
-};
-
const char clear_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
@@ -155,44 +137,6 @@ void GeometryShaderCache::Init()
CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
D3D::SetDebugObjectName(CopyGeometryShader, "copy geometry shader");
-
- Clear();
-
- if (g_ActiveConfig.bShaderCache)
- LoadShaderCache();
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- PrecompileShaders();
-}
-
-void GeometryShaderCache::LoadShaderCache()
-{
- GeometryShaderCacheInserter inserter;
- g_gs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "GS", true, true), inserter);
-}
-
-void GeometryShaderCache::Reload()
-{
- g_gs_disk_cache.Sync();
- g_gs_disk_cache.Close();
- Clear();
-
- if (g_ActiveConfig.bShaderCache)
- LoadShaderCache();
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- PrecompileShaders();
-}
-
-// ONLY to be used during shutdown.
-void GeometryShaderCache::Clear()
-{
- for (auto& iter : GeometryShaders)
- iter.second.Destroy();
- GeometryShaders.clear();
-
- last_entry = nullptr;
- last_uid = {};
}
void GeometryShaderCache::Shutdown()
@@ -201,83 +145,5 @@ void GeometryShaderCache::Shutdown()
SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader);
-
- Clear();
- g_gs_disk_cache.Sync();
- g_gs_disk_cache.Close();
-}
-
-bool GeometryShaderCache::SetShader(PrimitiveType primitive_type)
-{
- GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
- if (last_entry && uid == last_uid)
- {
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
- D3D::stateman->SetGeometryShader(last_entry->shader);
- return true;
- }
-
- // Check if the shader is a pass-through shader
- if (uid.GetUidData()->IsPassthrough())
- {
- // Return the default pass-through shader
- last_uid = uid;
- last_entry = &pass_entry;
- D3D::stateman->SetGeometryShader(last_entry->shader);
- return true;
- }
-
- // Check if the shader is already in the cache
- auto iter = GeometryShaders.find(uid);
- if (iter != GeometryShaders.end())
- {
- const GSCacheEntry& entry = iter->second;
- last_uid = uid;
- last_entry = &entry;
- D3D::stateman->SetGeometryShader(last_entry->shader);
- return (entry.shader != nullptr);
- }
-
- // Need to compile a new shader
- if (CompileShader(uid))
- return SetShader(primitive_type);
- else
- return false;
-}
-
-bool GeometryShaderCache::CompileShader(const GeometryShaderUid& uid)
-{
- D3DBlob* bytecode;
- ShaderCode code =
- GenerateGeometryShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- if (!D3D::CompileGeometryShader(code.GetBuffer(), &bytecode) ||
- !InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
- {
- SAFE_RELEASE(bytecode);
- return false;
- }
-
- // Insert the bytecode into the caches
- g_gs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
- return true;
-}
-
-bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode,
- size_t len)
-{
- GSCacheEntry& newentry = GeometryShaders[uid];
- newentry.shader = bytecode ? D3D::CreateGeometryShaderFromByteCode(bytecode, len) : nullptr;
- return newentry.shader != nullptr;
-}
-
-void GeometryShaderCache::PrecompileShaders()
-{
- EnumerateGeometryShaderUids([](const GeometryShaderUid& uid) {
- if (GeometryShaders.find(uid) != GeometryShaders.end())
- return;
-
- CompileShader(uid);
- });
}
-
} // DX11
diff --git a/Source/Core/VideoBackends/D3D/GeometryShaderCache.h b/Source/Core/VideoBackends/D3D/GeometryShaderCache.h
index fdd3d053f2..28c1ee3680 100644
--- a/Source/Core/VideoBackends/D3D/GeometryShaderCache.h
+++ b/Source/Core/VideoBackends/D3D/GeometryShaderCache.h
@@ -15,36 +15,12 @@ class GeometryShaderCache
{
public:
static void Init();
- static void Reload();
- static void Clear();
static void Shutdown();
- static bool SetShader(PrimitiveType primitive_type);
- static bool CompileShader(const GeometryShaderUid& uid);
- static bool InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode, size_t len);
- static void PrecompileShaders();
static ID3D11GeometryShader* GetClearGeometryShader();
static ID3D11GeometryShader* GetCopyGeometryShader();
static ID3D11Buffer*& GetConstantBuffer();
-
-private:
- struct GSCacheEntry
- {
- ID3D11GeometryShader* shader;
-
- GSCacheEntry() : shader(nullptr) {}
- void Destroy() { SAFE_RELEASE(shader); }
- };
-
- typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
-
- static void LoadShaderCache();
-
- static GSCache GeometryShaders;
- static const GSCacheEntry* last_entry;
- static GeometryShaderUid last_uid;
- static const GSCacheEntry pass_entry;
};
} // namespace DX11
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index 664ecec3a2..e09e32d8a2 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -7,7 +7,6 @@
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
-#include "Common/LinearDiskCache.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
@@ -27,17 +26,6 @@
namespace DX11
{
-PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
-PixelShaderCache::UberPSCache PixelShaderCache::UberPixelShaders;
-const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
-const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_uber_entry;
-PixelShaderUid PixelShaderCache::last_uid;
-UberShader::PixelShaderUid PixelShaderCache::last_uber_uid;
-
-LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
-LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
-extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
-
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
ID3D11PixelShader* s_ClearProgram = nullptr;
ID3D11PixelShader* s_AnaglyphProgram = nullptr;
@@ -309,17 +297,6 @@ ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
return pscbuf;
}
-// this class will load the precompiled shaders into our cache
-template <typename UidType>
-class PixelShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
-{
-public:
- void Read(const UidType& key, const u8* value, u32 value_size)
- {
- PixelShaderCache::InsertByteCode(key, value, value_size);
- }
-};
-
void PixelShaderCache::Init()
{
unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
@@ -344,58 +321,6 @@ void PixelShaderCache::Init()
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code);
CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
-
- Clear();
-
- SETSTAT(stats.numPixelShadersCreated, 0);
- SETSTAT(stats.numPixelShadersAlive, 0);
-
- if (g_ActiveConfig.bShaderCache)
- LoadShaderCache();
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- QueueUberShaderCompiles();
-}
-
-void PixelShaderCache::LoadShaderCache()
-{
- PixelShaderCacheInserter<PixelShaderUid> inserter;
- g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter);
-
- PixelShaderCacheInserter<UberShader::PixelShaderUid> uber_inserter;
- g_uber_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberPS", false, true),
- uber_inserter);
-}
-
-void PixelShaderCache::Reload()
-{
- g_ps_disk_cache.Sync();
- g_ps_disk_cache.Close();
- g_uber_ps_disk_cache.Sync();
- g_uber_ps_disk_cache.Close();
- Clear();
-
- if (g_ActiveConfig.bShaderCache)
- LoadShaderCache();
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- QueueUberShaderCompiles();
-}
-
-// ONLY to be used during shutdown.
-void PixelShaderCache::Clear()
-{
- for (auto& iter : PixelShaders)
- iter.second.Destroy();
- for (auto& iter : UberPixelShaders)
- iter.second.Destroy();
- PixelShaders.clear();
- UberPixelShaders.clear();
-
- last_entry = nullptr;
- last_uber_entry = nullptr;
- last_uid = {};
- last_uber_uid = {};
}
// Used in Swap() when AA mode has changed
@@ -420,255 +345,5 @@ void PixelShaderCache::Shutdown()
SAFE_RELEASE(s_rgba6_to_rgb8[i]);
SAFE_RELEASE(s_rgb8_to_rgba6[i]);
}
-
- Clear();
- g_ps_disk_cache.Sync();
- g_ps_disk_cache.Close();
- g_uber_ps_disk_cache.Sync();
- g_uber_ps_disk_cache.Close();
-}
-
-bool PixelShaderCache::SetShader()
-{
- if (g_ActiveConfig.bDisableSpecializedShaders)
- return SetUberShader();
-
- PixelShaderUid uid = GetPixelShaderUid();
- ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
- if (last_entry && uid == last_uid)
- {
- if (last_entry->pending)
- return SetUberShader();
-
- if (!last_entry->shader)
- return false;
-
- D3D::stateman->SetPixelShader(last_entry->shader);
- return true;
- }
-
- // Check if the shader is already in the cache
- auto iter = PixelShaders.find(uid);
- if (iter != PixelShaders.end())
- {
- const PSCacheEntry& entry = iter->second;
- if (entry.pending)
- return SetUberShader();
-
- last_uid = uid;
- last_entry = &entry;
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
- if (!last_entry->shader)
- return false;
-
- D3D::stateman->SetPixelShader(last_entry->shader);
- return true;
- }
-
- // Background compiling?
- if (g_ActiveConfig.CanBackgroundCompileShaders())
- {
- // Create a pending entry
- PSCacheEntry entry;
- entry.pending = true;
- PixelShaders[uid] = entry;
-
- // Queue normal shader compiling and use ubershader
- g_async_compiler->QueueWorkItem(
- g_async_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
- return SetUberShader();
- }
-
- // Need to compile a new shader
- D3DBlob* bytecode = nullptr;
- ShaderCode code =
- GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
- if (!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
- {
- SAFE_RELEASE(bytecode);
- return false;
- }
-
- g_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
- return SetShader();
-}
-
-bool PixelShaderCache::SetUberShader()
-{
- UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
- UberShader::ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
-
- if (last_uber_entry && last_uber_uid == uid)
- {
- if (!last_uber_entry->shader)
- return false;
-
- D3D::stateman->SetPixelShader(last_uber_entry->shader);
- return true;
- }
-
- auto iter = UberPixelShaders.find(uid);
- if (iter != UberPixelShaders.end())
- {
- const PSCacheEntry& entry = iter->second;
- last_uber_uid = uid;
- last_uber_entry = &entry;
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
- if (!last_uber_entry->shader)
- return false;
-
- D3D::stateman->SetPixelShader(last_uber_entry->shader);
- return true;
- }
-
- D3DBlob* bytecode = nullptr;
- ShaderCode code =
- UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
- if (!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
- {
- SAFE_RELEASE(bytecode);
- return false;
- }
-
- // Lookup map again.
- g_uber_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
- bytecode->Release();
- return SetUberShader();
-}
-
-bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len)
-{
- ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
- if (!InsertShader(uid, shader))
- {
- SAFE_RELEASE(shader);
- return false;
- }
-
- return true;
-}
-
-bool PixelShaderCache::InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data,
- size_t len)
-{
- ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
- if (!InsertShader(uid, shader))
- {
- SAFE_RELEASE(shader);
- return false;
- }
-
- return true;
-}
-
-bool PixelShaderCache::InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader)
-{
- auto iter = PixelShaders.find(uid);
- if (iter != PixelShaders.end() && !iter->second.pending)
- return false;
-
- PSCacheEntry& newentry = PixelShaders[uid];
- newentry.pending = false;
- newentry.shader = shader;
-
- INCSTAT(stats.numPixelShadersCreated);
- SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
- return (shader != nullptr);
-}
-
-bool PixelShaderCache::InsertShader(const UberShader::PixelShaderUid& uid,
- ID3D11PixelShader* shader)
-{
- auto iter = UberPixelShaders.find(uid);
- if (iter != UberPixelShaders.end() && !iter->second.pending)
- return false;
-
- PSCacheEntry& newentry = UberPixelShaders[uid];
- newentry.pending = false;
- newentry.shader = shader;
- return (shader != nullptr);
-}
-
-void PixelShaderCache::QueueUberShaderCompiles()
-{
- UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& uid) {
- if (UberPixelShaders.find(uid) != UberPixelShaders.end())
- return;
-
- g_async_compiler->QueueWorkItem(
- g_async_compiler->CreateWorkItem<UberPixelShaderCompilerWorkItem>(uid));
- });
-
- g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
- Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
- static_cast<int>(completed), static_cast<int>(total));
- });
- g_async_compiler->RetrieveWorkItems();
- Host_UpdateProgressDialog("", -1, -1);
-}
-
-PixelShaderCache::PixelShaderCompilerWorkItem::PixelShaderCompilerWorkItem(
- const PixelShaderUid& uid)
-{
- std::memcpy(&m_uid, &uid, sizeof(uid));
}
-
-PixelShaderCache::PixelShaderCompilerWorkItem::~PixelShaderCompilerWorkItem()
-{
- SAFE_RELEASE(m_bytecode);
-}
-
-bool PixelShaderCache::PixelShaderCompilerWorkItem::Compile()
-{
- ShaderCode code =
- GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
-
- if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
- m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
-
- return true;
-}
-
-void PixelShaderCache::PixelShaderCompilerWorkItem::Retrieve()
-{
- if (InsertShader(m_uid, m_shader))
- g_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
- else
- SAFE_RELEASE(m_shader);
-}
-
-PixelShaderCache::UberPixelShaderCompilerWorkItem::UberPixelShaderCompilerWorkItem(
- const UberShader::PixelShaderUid& uid)
-{
- std::memcpy(&m_uid, &uid, sizeof(uid));
-}
-
-PixelShaderCache::UberPixelShaderCompilerWorkItem::~UberPixelShaderCompilerWorkItem()
-{
- SAFE_RELEASE(m_bytecode);
-}
-
-bool PixelShaderCache::UberPixelShaderCompilerWorkItem::Compile()
-{
- ShaderCode code =
- UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
-
- if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
- m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
-
- return true;
-}
-
-void PixelShaderCache::UberPixelShaderCompilerWorkItem::Retrieve()
-{
- if (InsertShader(m_uid, m_shader))
- g_uber_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
- else
- SAFE_RELEASE(m_shader);
-}
-
} // DX11
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.h b/Source/Core/VideoBackends/D3D/PixelShaderCache.h
index 9a0faed9e5..22b6b0cc0c 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.h
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.h
@@ -19,16 +19,7 @@ class PixelShaderCache
{
public:
static void Init();
- static void Reload();
- static void Clear();
static void Shutdown();
- static bool SetShader();
- static bool SetUberShader();
- static bool InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len);
- static bool InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data, size_t len);
- static bool InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader);
- static bool InsertShader(const UberShader::PixelShaderUid& uid, ID3D11PixelShader* shader);
- static void QueueUberShaderCompiles();
static ID3D11Buffer* GetConstantBuffer();
@@ -40,58 +31,6 @@ public:
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static void InvalidateMSAAShaders();
-
-private:
- struct PSCacheEntry
- {
- ID3D11PixelShader* shader;
- bool pending;
-
- PSCacheEntry() : shader(nullptr), pending(false) {}
- void Destroy() { SAFE_RELEASE(shader); }
- };
-
- class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit PixelShaderCompilerWorkItem(const PixelShaderUid& uid);
- ~PixelShaderCompilerWorkItem() override;
-
- bool Compile() override;
- void Retrieve() override;
-
- private:
- PixelShaderUid m_uid;
- ID3D11PixelShader* m_shader = nullptr;
- D3DBlob* m_bytecode = nullptr;
- };
-
- class UberPixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit UberPixelShaderCompilerWorkItem(const UberShader::PixelShaderUid& uid);
- ~UberPixelShaderCompilerWorkItem() override;
-
- bool Compile() override;
- void Retrieve() override;
-
- private:
- UberShader::PixelShaderUid m_uid;
- ID3D11PixelShader* m_shader = nullptr;
- D3DBlob* m_bytecode = nullptr;
- };
-
- typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
- typedef std::map<UberShader::PixelShaderUid, PSCacheEntry> UberPSCache;
-
- static void LoadShaderCache();
-
- static PSCache PixelShaders;
- static UberPSCache UberPixelShaders;
- static const PSCacheEntry* last_entry;
- static const PSCacheEntry* last_uber_entry;
- static PixelShaderUid last_uid;
- static UberShader::PixelShaderUid last_uber_uid;
};
} // namespace DX11
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index bce1ad674e..91475b89d9 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -71,15 +71,6 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
- // Setup GX pipeline state
- for (auto& sampler : m_gx_state.samplers)
- sampler.hex = RenderState::GetPointSamplerState().hex;
-
- m_gx_state.zmode.testenable = false;
- m_gx_state.zmode.updateenable = false;
- m_gx_state.zmode.func = ZMode::NEVER;
- m_gx_state.raster.cullmode = GenMode::CULL_NONE;
-
// Clear EFB textures
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
@@ -315,11 +306,6 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
- // Textures are fine, they're set directly via SetTexture.
- // Since samplers are set via gx_state, we need to fix this up here.
- for (size_t stage = 0; stage < m_gx_state.samplers.size(); stage++)
- D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
-
// Copy in uniforms.
if (uniforms_size > 0)
{
@@ -640,11 +626,6 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
RestoreAPIState();
}
-void Renderer::SetBlendingState(const BlendingState& state)
-{
- m_gx_state.blend.hex = state.hex;
-}
-
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
float Gamma)
@@ -685,7 +666,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Enable configuration changes
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
- VertexShaderCache::RetreiveAsyncShaders();
// Flip/present backbuffer to frontbuffer here
if (D3D::swapchain)
@@ -708,12 +688,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
D3D11_CLEAR_DEPTH, 0.f, 0);
}
- if (CheckForHostConfigChanges())
- {
- VertexShaderCache::Reload();
- GeometryShaderCache::Reload();
- PixelShaderCache::Reload();
- }
+ CheckForHostConfigChanges();
// begin next frame
RestoreAPIState();
@@ -786,30 +761,6 @@ void Renderer::RestoreAPIState()
BPFunctions::SetScissor();
}
-void Renderer::ApplyState()
-{
- D3D::stateman->SetBlendState(m_state_cache.Get(m_gx_state.blend));
- D3D::stateman->SetDepthState(m_state_cache.Get(m_gx_state.zmode));
- D3D::stateman->SetRasterizerState(m_state_cache.Get(m_gx_state.raster));
- D3D::stateman->SetPrimitiveTopology(
- StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
- FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
-
- for (u32 stage = 0; stage < static_cast<u32>(m_gx_state.samplers.size()); stage++)
- D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
-
- ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
-
- D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
- g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
- D3D::stateman->SetVertexConstants(vertexConstants);
- D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
-}
-
-void Renderer::RestoreState()
-{
-}
-
void Renderer::SetFramebuffer(const AbstractFramebuffer* framebuffer)
{
const DXFramebuffer* fb = static_cast<const DXFramebuffer*>(framebuffer);
@@ -840,16 +791,6 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
}
}
-void Renderer::SetRasterizationState(const RasterizationState& state)
-{
- m_gx_state.raster.hex = state.hex;
-}
-
-void Renderer::SetDepthState(const DepthState& state)
-{
- m_gx_state.zmode.hex = state.hex;
-}
-
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
D3D::stateman->SetTexture(
@@ -859,7 +800,7 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
- m_gx_state.samplers[index].hex = state.hex;
+ D3D::stateman->SetSampler(index, m_state_cache.Get(state));
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
diff --git a/Source/Core/VideoBackends/D3D/Render.h b/Source/Core/VideoBackends/D3D/Render.h
index 7706cbe56d..a7ccb0b9ae 100644
--- a/Source/Core/VideoBackends/D3D/Render.h
+++ b/Source/Core/VideoBackends/D3D/Render.h
@@ -4,7 +4,6 @@
#pragma once
-#include <array>
#include <d3d11.h>
#include <string>
#include "VideoBackends/D3D/D3DState.h"
@@ -41,10 +40,7 @@ public:
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {},
float depth_value = 0.0f) override;
- void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
- void SetRasterizationState(const RasterizationState& state) override;
- void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
@@ -54,10 +50,6 @@ public:
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override;
- // TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
- void ApplyState() override;
- void RestoreState() override;
-
void RenderText(const std::string& text, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
@@ -84,14 +76,6 @@ public:
u32 groups_x, u32 groups_y, u32 groups_z) override;
private:
- struct GXPipelineState
- {
- std::array<SamplerState, 8> samplers;
- BlendingState blend;
- DepthState zmode;
- RasterizationState raster;
- };
-
void SetupDeviceObjects();
void TeardownDeviceObjects();
void Create3DVisionTexture(int width, int height);
@@ -106,7 +90,6 @@ private:
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
StateCache m_state_cache;
- GXPipelineState m_gx_state;
std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
std::array<ID3D11DepthStencilState*, 3> m_clear_depth_states{};
diff --git a/Source/Core/VideoBackends/D3D/VertexManager.cpp b/Source/Core/VideoBackends/D3D/VertexManager.cpp
index d4aec17bf4..f9861c08a8 100644
--- a/Source/Core/VideoBackends/D3D/VertexManager.cpp
+++ b/Source/Core/VideoBackends/D3D/VertexManager.cpp
@@ -11,6 +11,7 @@
#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
+#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
@@ -135,42 +136,23 @@ void VertexManager::Draw(u32 stride)
void VertexManager::vFlush()
{
- if (!PixelShaderCache::SetShader())
- {
- GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
- return;
- }
-
- D3DVertexFormat* vertex_format =
- static_cast<D3DVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
- if (!VertexShaderCache::SetShader(vertex_format))
- {
- GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
- return;
- }
+ u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
+ PrepareDrawBuffers(stride);
- if (!GeometryShaderCache::SetShader(m_current_primitive_type))
- {
- GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
+ if (!m_current_pipeline_object)
return;
- }
- if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
- {
- D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
- D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(),
- nullptr);
- }
+ FramebufferManager::SetIntegerEFBRenderTarget(
+ m_current_pipeline_config.blending_state.logicopenable);
+ g_renderer->SetPipeline(m_current_pipeline_object);
- u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
-
- PrepareDrawBuffers(stride);
-
- g_renderer->ApplyState();
+ ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
+ D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
+ g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
+ D3D::stateman->SetVertexConstants(vertexConstants);
+ D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
Draw(stride);
-
- g_renderer->RestoreState();
}
void VertexManager::ResetBuffer(u32 stride)
diff --git a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
index ef40f55a10..63d8b3b6ff 100644
--- a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
@@ -7,7 +7,6 @@
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
-#include "Common/LinearDiskCache.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
@@ -28,22 +27,11 @@
namespace DX11
{
-VertexShaderCache::VSCache VertexShaderCache::vshaders;
-VertexShaderCache::UberVSCache VertexShaderCache::ubervshaders;
-const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
-const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_uber_entry;
-VertexShaderUid VertexShaderCache::last_uid;
-UberShader::VertexShaderUid VertexShaderCache::last_uber_uid;
-
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
static ID3D11InputLayout* SimpleLayout = nullptr;
static ID3D11InputLayout* ClearLayout = nullptr;
-LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
-LinearDiskCache<UberShader::VertexShaderUid, u8> g_uber_vs_disk_cache;
-std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
-
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader()
{
return SimpleVertexShader;
@@ -164,73 +152,12 @@ void VertexShaderCache::Init()
D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName(ClearLayout, "clear input layout");
- Clear();
-
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
-
- if (g_ActiveConfig.bShaderCache)
- LoadShaderCache();
-
- g_async_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
- g_async_compiler->ResizeWorkerThreads(g_ActiveConfig.CanPrecompileUberShaders() ?
- g_ActiveConfig.GetShaderPrecompilerThreads() :
- g_ActiveConfig.GetShaderCompilerThreads());
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- QueueUberShaderCompiles();
-}
-
-void VertexShaderCache::LoadShaderCache()
-{
- VertexShaderCacheInserter<VertexShaderUid> inserter;
- g_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "VS", true, true), inserter);
-
- VertexShaderCacheInserter<UberShader::VertexShaderUid> uber_inserter;
- g_uber_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberVS", false, true),
- uber_inserter);
-}
-
-void VertexShaderCache::Reload()
-{
- g_async_compiler->WaitUntilCompletion();
- g_async_compiler->RetrieveWorkItems();
-
- g_vs_disk_cache.Sync();
- g_vs_disk_cache.Close();
- g_uber_vs_disk_cache.Sync();
- g_uber_vs_disk_cache.Close();
- Clear();
-
- if (g_ActiveConfig.bShaderCache)
- LoadShaderCache();
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- QueueUberShaderCompiles();
-}
-
-void VertexShaderCache::Clear()
-{
- for (auto& iter : vshaders)
- iter.second.Destroy();
- for (auto& iter : ubervshaders)
- iter.second.Destroy();
- vshaders.clear();
- ubervshaders.clear();
-
- last_uid = {};
- last_uber_uid = {};
- last_entry = nullptr;
- last_uber_entry = nullptr;
- last_uid = {};
- last_uber_uid = {};
}
void VertexShaderCache::Shutdown()
{
- g_async_compiler->StopWorkerThreads();
- g_async_compiler->RetrieveWorkItems();
-
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(SimpleVertexShader);
@@ -238,271 +165,5 @@ void VertexShaderCache::Shutdown()
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
-
- Clear();
- g_vs_disk_cache.Sync();
- g_vs_disk_cache.Close();
- g_uber_vs_disk_cache.Sync();
- g_uber_vs_disk_cache.Close();
-}
-
-bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
-{
- if (g_ActiveConfig.bDisableSpecializedShaders)
- return SetUberShader(vertex_format);
-
- VertexShaderUid uid = GetVertexShaderUid();
- if (last_entry && uid == last_uid)
- {
- if (last_entry->pending)
- return SetUberShader(vertex_format);
-
- if (!last_entry->shader)
- return false;
-
- D3D::stateman->SetInputLayout(vertex_format->GetInputLayout(last_entry->bytecode));
- D3D::stateman->SetVertexShader(last_entry->shader);
- return true;
- }
-
- auto iter = vshaders.find(uid);
- if (iter != vshaders.end())
- {
- const VSCacheEntry& entry = iter->second;
- if (entry.pending)
- return SetUberShader(vertex_format);
-
- last_uid = uid;
- last_entry = &entry;
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
- if (!last_entry->shader)
- return false;
-
- D3D::stateman->SetInputLayout(vertex_format->GetInputLayout(last_entry->bytecode));
- D3D::stateman->SetVertexShader(last_entry->shader);
- return true;
- }
-
- // Background compiling?
- if (g_ActiveConfig.CanBackgroundCompileShaders())
- {
- // Create a pending entry
- VSCacheEntry entry;
- entry.pending = true;
- vshaders[uid] = entry;
-
- // Queue normal shader compiling and use ubershader
- g_async_compiler->QueueWorkItem(
- g_async_compiler->CreateWorkItem<VertexShaderCompilerWorkItem>(uid));
- return SetUberShader(vertex_format);
- }
-
- // Need to compile a new shader
- D3DBlob* bytecode = nullptr;
- ShaderCode code =
- GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
- if (!InsertByteCode(uid, bytecode))
- {
- SAFE_RELEASE(bytecode);
- return false;
- }
-
- g_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
- bytecode->Release();
- return SetShader(vertex_format);
-}
-
-bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
-{
- D3DVertexFormat* uber_vertex_format = static_cast<D3DVertexFormat*>(
- VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration()));
- UberShader::VertexShaderUid uid = UberShader::GetVertexShaderUid();
- if (last_uber_entry && last_uber_uid == uid)
- {
- if (!last_uber_entry->shader)
- return false;
-
- D3D::stateman->SetInputLayout(uber_vertex_format->GetInputLayout(last_uber_entry->bytecode));
- D3D::stateman->SetVertexShader(last_uber_entry->shader);
- return true;
- }
-
- auto iter = ubervshaders.find(uid);
- if (iter != ubervshaders.end())
- {
- const VSCacheEntry& entry = iter->second;
- last_uber_uid = uid;
- last_uber_entry = &entry;
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
- if (!last_uber_entry->shader)
- return false;
-
- D3D::stateman->SetInputLayout(uber_vertex_format->GetInputLayout(last_uber_entry->bytecode));
- D3D::stateman->SetVertexShader(last_uber_entry->shader);
- return true;
- }
-
- // Need to compile a new shader
- D3DBlob* bytecode = nullptr;
- ShaderCode code =
- UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
- if (!InsertByteCode(uid, bytecode))
- {
- SAFE_RELEASE(bytecode);
- return false;
- }
-
- g_uber_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
- bytecode->Release();
- return SetUberShader(vertex_format);
-}
-
-bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* blob)
-{
- ID3D11VertexShader* shader =
- blob ? D3D::CreateVertexShaderFromByteCode(blob->Data(), blob->Size()) : nullptr;
- bool result = InsertShader(uid, shader, blob);
- SAFE_RELEASE(shader);
- return result;
-}
-
-bool VertexShaderCache::InsertByteCode(const UberShader::VertexShaderUid& uid, D3DBlob* blob)
-{
- ID3D11VertexShader* shader =
- blob ? D3D::CreateVertexShaderFromByteCode(blob->Data(), blob->Size()) : nullptr;
- bool result = InsertShader(uid, shader, blob);
- SAFE_RELEASE(shader);
- return result;
-}
-
-bool VertexShaderCache::InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader,
- D3DBlob* blob)
-{
- auto iter = vshaders.find(uid);
- if (iter != vshaders.end() && !iter->second.pending)
- return false;
-
- VSCacheEntry& newentry = vshaders[uid];
- newentry.pending = false;
- if (!shader || !blob)
- return false;
-
- shader->AddRef();
- newentry.SetByteCode(blob);
- newentry.shader = shader;
-
- INCSTAT(stats.numPixelShadersCreated);
- SETSTAT(stats.numPixelShadersAlive, static_cast<int>(vshaders.size()));
- return true;
-}
-
-bool VertexShaderCache::InsertShader(const UberShader::VertexShaderUid& uid,
- ID3D11VertexShader* shader, D3DBlob* blob)
-{
- auto iter = ubervshaders.find(uid);
- if (iter != ubervshaders.end() && !iter->second.pending)
- return false;
-
- VSCacheEntry& newentry = ubervshaders[uid];
- newentry.pending = false;
- if (!shader || !blob)
- return false;
-
- shader->AddRef();
- newentry.SetByteCode(blob);
- newentry.shader = shader;
- return true;
-}
-
-void VertexShaderCache::RetreiveAsyncShaders()
-{
- g_async_compiler->RetrieveWorkItems();
-}
-
-void VertexShaderCache::QueueUberShaderCompiles()
-{
- UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& uid) {
- if (ubervshaders.find(uid) != ubervshaders.end())
- return;
-
- g_async_compiler->QueueWorkItem(
- g_async_compiler->CreateWorkItem<UberVertexShaderCompilerWorkItem>(uid));
- });
-}
-
-void VertexShaderCache::WaitForBackgroundCompilesToComplete()
-{
- g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
- Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
- static_cast<int>(completed), static_cast<int>(total));
- });
- g_async_compiler->RetrieveWorkItems();
- Host_UpdateProgressDialog("", -1, -1);
-
- // Switch from precompile -> runtime compiler threads.
- g_async_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
}
-
-VertexShaderCache::VertexShaderCompilerWorkItem::VertexShaderCompilerWorkItem(
- const VertexShaderUid& uid)
-{
- std::memcpy(&m_uid, &uid, sizeof(uid));
-}
-
-VertexShaderCache::VertexShaderCompilerWorkItem::~VertexShaderCompilerWorkItem()
-{
- SAFE_RELEASE(m_bytecode);
- SAFE_RELEASE(m_vs);
-}
-
-bool VertexShaderCache::VertexShaderCompilerWorkItem::Compile()
-{
- ShaderCode code =
- GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
-
- if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
- m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);
-
- return true;
-}
-
-void VertexShaderCache::VertexShaderCompilerWorkItem::Retrieve()
-{
- if (InsertShader(m_uid, m_vs, m_bytecode))
- g_vs_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
-}
-
-VertexShaderCache::UberVertexShaderCompilerWorkItem::UberVertexShaderCompilerWorkItem(
- const UberShader::VertexShaderUid& uid)
-{
- std::memcpy(&m_uid, &uid, sizeof(uid));
-}
-
-VertexShaderCache::UberVertexShaderCompilerWorkItem::~UberVertexShaderCompilerWorkItem()
-{
- SAFE_RELEASE(m_bytecode);
- SAFE_RELEASE(m_vs);
-}
-
-bool VertexShaderCache::UberVertexShaderCompilerWorkItem::Compile()
-{
- ShaderCode code =
- UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
-
- if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
- m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);
-
- return true;
-}
-
-void VertexShaderCache::UberVertexShaderCompilerWorkItem::Retrieve()
-{
- if (InsertShader(m_uid, m_vs, m_bytecode))
- g_uber_vs_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
-}
-
} // namespace DX11
diff --git a/Source/Core/VideoBackends/D3D/VertexShaderCache.h b/Source/Core/VideoBackends/D3D/VertexShaderCache.h
index aca223ceea..b59d75be47 100644
--- a/Source/Core/VideoBackends/D3D/VertexShaderCache.h
+++ b/Source/Core/VideoBackends/D3D/VertexShaderCache.h
@@ -21,14 +21,7 @@ class VertexShaderCache
{
public:
static void Init();
- static void Reload();
- static void Clear();
static void Shutdown();
- static bool SetShader(D3DVertexFormat* vertex_format);
- static bool SetUberShader(D3DVertexFormat* vertex_format);
- static void RetreiveAsyncShaders();
- static void QueueUberShaderCompiles();
- static void WaitForBackgroundCompilesToComplete();
static ID3D11Buffer*& GetConstantBuffer();
@@ -36,76 +29,6 @@ public:
static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
-
- static bool InsertByteCode(const VertexShaderUid& uid, D3DBlob* blob);
- static bool InsertByteCode(const UberShader::VertexShaderUid& uid, D3DBlob* blob);
- static bool InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader, D3DBlob* blob);
- static bool InsertShader(const UberShader::VertexShaderUid& uid, ID3D11VertexShader* shader,
- D3DBlob* blob);
-
-private:
- struct VSCacheEntry
- {
- ID3D11VertexShader* shader;
- D3DBlob* bytecode; // needed to initialize the input layout
- bool pending;
-
- VSCacheEntry() : shader(nullptr), bytecode(nullptr), pending(false) {}
- void SetByteCode(D3DBlob* blob)
- {
- SAFE_RELEASE(bytecode);
- bytecode = blob;
- blob->AddRef();
- }
- void Destroy()
- {
- SAFE_RELEASE(shader);
- SAFE_RELEASE(bytecode);
- }
- };
-
- class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit VertexShaderCompilerWorkItem(const VertexShaderUid& uid);
- ~VertexShaderCompilerWorkItem() override;
-
- bool Compile() override;
- void Retrieve() override;
-
- private:
- VertexShaderUid m_uid;
- D3DBlob* m_bytecode = nullptr;
- ID3D11VertexShader* m_vs = nullptr;
- };
-
- class UberVertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit UberVertexShaderCompilerWorkItem(const UberShader::VertexShaderUid& uid);
- ~UberVertexShaderCompilerWorkItem() override;
-
- bool Compile() override;
- void Retrieve() override;
-
- private:
- UberShader::VertexShaderUid m_uid;
- D3DBlob* m_bytecode = nullptr;
- ID3D11VertexShader* m_vs = nullptr;
- };
-
- typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
- typedef std::map<UberShader::VertexShaderUid, VSCacheEntry> UberVSCache;
-
- static void LoadShaderCache();
- static void SetInputLayout();
-
- static VSCache vshaders;
- static UberVSCache ubervshaders;
- static const VSCacheEntry* last_entry;
- static const VSCacheEntry* last_uber_entry;
- static VertexShaderUid last_uid;
- static UberShader::VertexShaderUid last_uber_uid;
};
} // namespace DX11
diff --git a/Source/Core/VideoBackends/D3D/main.cpp b/Source/Core/VideoBackends/D3D/main.cpp
index 294cd0aebc..3c3237402c 100644
--- a/Source/Core/VideoBackends/D3D/main.cpp
+++ b/Source/Core/VideoBackends/D3D/main.cpp
@@ -21,6 +21,7 @@
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoBackends/D3D/VideoBackend.h"
+#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
@@ -148,6 +149,7 @@ bool VideoBackend::Initialize(void* window_handle)
// internal interfaces
g_renderer = std::make_unique<Renderer>(backbuffer_width, backbuffer_height);
+ g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_texture_cache = std::make_unique<TextureCache>();
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = std::make_unique<PerfQuery>();
@@ -155,7 +157,9 @@ bool VideoBackend::Initialize(void* window_handle)
VertexShaderCache::Init();
PixelShaderCache::Init();
GeometryShaderCache::Init();
- VertexShaderCache::WaitForBackgroundCompilesToComplete();
+ if (!g_shader_cache->Initialize())
+ return false;
+
D3D::InitUtils();
BBox::Init();
return true;
@@ -163,6 +167,7 @@ bool VideoBackend::Initialize(void* window_handle)
void VideoBackend::Shutdown()
{
+ g_shader_cache->Shutdown();
g_renderer->Shutdown();
D3D::ShutdownUtils();
@@ -174,6 +179,7 @@ void VideoBackend::Shutdown()
g_perf_query.reset();
g_vertex_manager.reset();
g_texture_cache.reset();
+ g_shader_cache.reset();
g_renderer.reset();
ShutdownShared();
diff --git a/Source/Core/VideoBackends/Null/CMakeLists.txt b/Source/Core/VideoBackends/Null/CMakeLists.txt
index 82efe38241..b89acd85e8 100644
--- a/Source/Core/VideoBackends/Null/CMakeLists.txt
+++ b/Source/Core/VideoBackends/Null/CMakeLists.txt
@@ -3,7 +3,6 @@ set(SRCS
NullTexture.cpp
Render.cpp
VertexManager.cpp
- ShaderCache.cpp
)
set(LIBS
diff --git a/Source/Core/VideoBackends/Null/Null.vcxproj b/Source/Core/VideoBackends/Null/Null.vcxproj
index 664488035e..22bceda2c2 100644
--- a/Source/Core/VideoBackends/Null/Null.vcxproj
+++ b/Source/Core/VideoBackends/Null/Null.vcxproj
@@ -39,14 +39,12 @@
<ClCompile Include="NullBackend.cpp" />
<ClCompile Include="NullTexture.cpp" />
<ClCompile Include="Render.cpp" />
- <ClCompile Include="ShaderCache.cpp" />
<ClCompile Include="VertexManager.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="NullTexture.h" />
<ClInclude Include="PerfQuery.h" />
<ClInclude Include="Render.h" />
- <ClInclude Include="ShaderCache.h" />
<ClInclude Include="TextureCache.h" />
<ClInclude Include="VertexManager.h" />
<ClInclude Include="VideoBackend.h" />
diff --git a/Source/Core/VideoBackends/Null/NullBackend.cpp b/Source/Core/VideoBackends/Null/NullBackend.cpp
index c687c8f2df..6e260f08d5 100644
--- a/Source/Core/VideoBackends/Null/NullBackend.cpp
+++ b/Source/Core/VideoBackends/Null/NullBackend.cpp
@@ -9,7 +9,6 @@
#include "VideoBackends/Null/PerfQuery.h"
#include "VideoBackends/Null/Render.h"
-#include "VideoBackends/Null/ShaderCache.h"
#include "VideoBackends/Null/TextureCache.h"
#include "VideoBackends/Null/VertexManager.h"
#include "VideoBackends/Null/VideoBackend.h"
@@ -63,21 +62,15 @@ bool VideoBackend::Initialize(void* window_handle)
g_perf_query = std::make_unique<PerfQuery>();
g_framebuffer_manager = std::make_unique<FramebufferManagerBase>();
g_texture_cache = std::make_unique<TextureCache>();
-
- VertexShaderCache::s_instance = std::make_unique<VertexShaderCache>();
- GeometryShaderCache::s_instance = std::make_unique<GeometryShaderCache>();
- PixelShaderCache::s_instance = std::make_unique<PixelShaderCache>();
- return true;
+ g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
+ return g_shader_cache->Initialize();
}
void VideoBackend::Shutdown()
{
+ g_shader_cache->Shutdown();
g_renderer->Shutdown();
- PixelShaderCache::s_instance.reset();
- VertexShaderCache::s_instance.reset();
- GeometryShaderCache::s_instance.reset();
-
g_texture_cache.reset();
g_perf_query.reset();
g_vertex_manager.reset();
diff --git a/Source/Core/VideoBackends/Null/ShaderCache.cpp b/Source/Core/VideoBackends/Null/ShaderCache.cpp
deleted file mode 100644
index 0a5ef30595..0000000000
--- a/Source/Core/VideoBackends/Null/ShaderCache.cpp
+++ /dev/null
@@ -1,77 +0,0 @@
-// Copyright 2015 Dolphin Emulator Project
-// Licensed under GPLv2+
-// Refer to the license.txt file included.
-
-#include "VideoBackends/Null/ShaderCache.h"
-
-#include "VideoCommon/Debugger.h"
-#include "VideoCommon/Statistics.h"
-#include "VideoCommon/VideoCommon.h"
-
-namespace Null
-{
-template <typename Uid>
-ShaderCache<Uid>::ShaderCache()
-{
- Clear();
-
- SETSTAT(stats.numPixelShadersCreated, 0);
- SETSTAT(stats.numPixelShadersAlive, 0);
-}
-
-template <typename Uid>
-ShaderCache<Uid>::~ShaderCache()
-{
- Clear();
-}
-
-template <typename Uid>
-void ShaderCache<Uid>::Clear()
-{
- m_shaders.clear();
- m_last_entry = nullptr;
-}
-
-template <typename Uid>
-bool ShaderCache<Uid>::SetShader(PrimitiveType primitive_type)
-{
- Uid uid = GetUid(primitive_type, APIType::OpenGL);
-
- // Check if the shader is already set
- if (m_last_entry)
- {
- if (uid == m_last_uid)
- {
- return true;
- }
- }
-
- m_last_uid = uid;
-
- // Check if the shader is already in the cache
- auto iter = m_shaders.find(uid);
- if (iter != m_shaders.end())
- {
- const std::string& entry = iter->second;
- m_last_entry = &entry;
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
- return true;
- }
-
- // Need to compile a new shader
- ShaderCode code = GenerateCode(APIType::OpenGL, uid);
- m_shaders.emplace(uid, code.GetBuffer());
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
- return true;
-}
-
-template class ShaderCache<VertexShaderUid>;
-template class ShaderCache<GeometryShaderUid>;
-template class ShaderCache<PixelShaderUid>;
-
-std::unique_ptr<VertexShaderCache> VertexShaderCache::s_instance;
-std::unique_ptr<GeometryShaderCache> GeometryShaderCache::s_instance;
-std::unique_ptr<PixelShaderCache> PixelShaderCache::s_instance;
-}
diff --git a/Source/Core/VideoBackends/Null/ShaderCache.h b/Source/Core/VideoBackends/Null/ShaderCache.h
deleted file mode 100644
index b55185c952..0000000000
--- a/Source/Core/VideoBackends/Null/ShaderCache.h
+++ /dev/null
@@ -1,85 +0,0 @@
-// Copyright 2015 Dolphin Emulator Project
-// Licensed under GPLv2+
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include <map>
-#include <memory>
-
-#include "VideoCommon/GeometryShaderGen.h"
-#include "VideoCommon/PixelShaderGen.h"
-#include "VideoCommon/VertexShaderGen.h"
-#include "VideoCommon/VideoCommon.h"
-
-namespace Null
-{
-template <typename Uid>
-class ShaderCache
-{
-public:
- ShaderCache();
- virtual ~ShaderCache();
-
- void Clear();
- bool SetShader(PrimitiveType primitive_type);
-
-protected:
- virtual Uid GetUid(PrimitiveType primitive_type, APIType api_type) = 0;
- virtual ShaderCode GenerateCode(APIType api_type, Uid uid) = 0;
-
-private:
- std::map<Uid, std::string> m_shaders;
- const std::string* m_last_entry = nullptr;
- Uid m_last_uid;
-};
-
-class VertexShaderCache : public ShaderCache<VertexShaderUid>
-{
-public:
- static std::unique_ptr<VertexShaderCache> s_instance;
-
-protected:
- VertexShaderUid GetUid(PrimitiveType primitive_type, APIType api_type) override
- {
- return GetVertexShaderUid();
- }
- ShaderCode GenerateCode(APIType api_type, VertexShaderUid uid) override
- {
- return GenerateVertexShaderCode(api_type, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- }
-};
-
-class GeometryShaderCache : public ShaderCache<GeometryShaderUid>
-{
-public:
- static std::unique_ptr<GeometryShaderCache> s_instance;
-
-protected:
- GeometryShaderUid GetUid(PrimitiveType primitive_type, APIType api_type) override
- {
- return GetGeometryShaderUid(primitive_type);
- }
- ShaderCode GenerateCode(APIType api_type, GeometryShaderUid uid) override
- {
- return GenerateGeometryShaderCode(api_type, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- }
-};
-
-class PixelShaderCache : public ShaderCache<PixelShaderUid>
-{
-public:
- static std::unique_ptr<PixelShaderCache> s_instance;
-
-protected:
- PixelShaderUid GetUid(PrimitiveType primitive_type, APIType api_type) override
- {
- return GetPixelShaderUid();
- }
- ShaderCode GenerateCode(APIType api_type, PixelShaderUid uid) override
- {
- return GeneratePixelShaderCode(api_type, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- }
-};
-
-} // namespace NULL
diff --git a/Source/Core/VideoBackends/Null/VertexManager.cpp b/Source/Core/VideoBackends/Null/VertexManager.cpp
index 60eaf83aa3..17cab39b05 100644
--- a/Source/Core/VideoBackends/Null/VertexManager.cpp
+++ b/Source/Core/VideoBackends/Null/VertexManager.cpp
@@ -4,8 +4,6 @@
#include "VideoBackends/Null/VertexManager.h"
-#include "VideoBackends/Null/ShaderCache.h"
-
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexLoaderManager.h"
@@ -41,9 +39,6 @@ void VertexManager::ResetBuffer(u32 stride)
void VertexManager::vFlush()
{
- VertexShaderCache::s_instance->SetShader(m_current_primitive_type);
- GeometryShaderCache::s_instance->SetShader(m_current_primitive_type);
- PixelShaderCache::s_instance->SetShader(m_current_primitive_type);
}
} // namespace
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index a4cb6620dc..d953996396 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -33,8 +33,6 @@
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
-#include "VideoCommon/UberShaderPixel.h"
-#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoCommon.h"
@@ -43,8 +41,6 @@ namespace OGL
{
static constexpr u32 UBO_LENGTH = 32 * 1024 * 1024;
-std::unique_ptr<ProgramShaderCache::SharedContextAsyncShaderCompiler>
- ProgramShaderCache::s_async_compiler;
u32 ProgramShaderCache::s_ubo_buffer_size;
s32 ProgramShaderCache::s_ubo_align;
GLuint ProgramShaderCache::s_attributeless_VBO = 0;
@@ -54,17 +50,9 @@ GLuint ProgramShaderCache::s_last_VAO = 0;
static std::unique_ptr<StreamBuffer> s_buffer;
static int num_failures = 0;
-static LinearDiskCache<SHADERUID, u8> s_program_disk_cache;
-static LinearDiskCache<UBERSHADERUID, u8> s_uber_program_disk_cache;
static GLuint CurrentProgram = 0;
-ProgramShaderCache::PCache ProgramShaderCache::pshaders;
-ProgramShaderCache::UberPCache ProgramShaderCache::ubershaders;
ProgramShaderCache::PipelineProgramMap ProgramShaderCache::pipelineprograms;
std::mutex ProgramShaderCache::pipelineprogramlock;
-ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
-ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_uber_entry;
-SHADERUID ProgramShaderCache::last_uid;
-UBERSHADERUID ProgramShaderCache::last_uber_uid;
static std::string s_glsl_header = "";
static std::string GetGLSLVersionString()
@@ -270,143 +258,6 @@ void ProgramShaderCache::UploadConstants()
}
}
-SHADER* ProgramShaderCache::SetShader(PrimitiveType primitive_type,
- const GLVertexFormat* vertex_format)
-{
- if (g_ActiveConfig.bDisableSpecializedShaders)
- return SetUberShader(primitive_type, vertex_format);
-
- SHADERUID uid;
- std::memset(&uid, 0, sizeof(uid));
- uid.puid = GetPixelShaderUid();
- uid.vuid = GetVertexShaderUid();
- uid.guid = GetGeometryShaderUid(primitive_type);
- ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
-
- // Check if the shader is already set
- if (last_entry && uid == last_uid)
- {
- last_entry->shader.Bind();
- BindVertexFormat(vertex_format);
- return &last_entry->shader;
- }
-
- // Check if shader is already in cache
- auto iter = pshaders.find(uid);
- if (iter != pshaders.end())
- {
- PCacheEntry* entry = &iter->second;
- if (entry->pending)
- return SetUberShader(primitive_type, vertex_format);
-
- last_uid = uid;
- last_entry = entry;
- BindVertexFormat(vertex_format);
- last_entry->shader.Bind();
- return &last_entry->shader;
- }
-
- // Compile the new shader program.
- PCacheEntry& newentry = pshaders[uid];
- newentry.in_cache = false;
- newentry.pending = false;
-
- // Can we background compile this shader? Requires background shader compiling to be enabled,
- // and all ubershaders to have been successfully compiled.
- if (g_ActiveConfig.CanBackgroundCompileShaders() && !ubershaders.empty() && s_async_compiler)
- {
- newentry.pending = true;
- s_async_compiler->QueueWorkItem(s_async_compiler->CreateWorkItem<ShaderCompileWorkItem>(uid));
- return SetUberShader(primitive_type, vertex_format);
- }
-
- // Synchronous shader compiling.
- ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
- ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData());
- ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData());
- ShaderCode gcode;
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
- !uid.guid.GetUidData()->IsPassthrough())
- gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, uid.guid.GetUidData());
-
- if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
- return nullptr;
-
- INCSTAT(stats.numPixelShadersCreated);
- SETSTAT(stats.numPixelShadersAlive, pshaders.size());
-
- last_uid = uid;
- last_entry = &newentry;
- BindVertexFormat(vertex_format);
- last_entry->shader.Bind();
- return &last_entry->shader;
-}
-
-SHADER* ProgramShaderCache::SetUberShader(PrimitiveType primitive_type,
- const GLVertexFormat* vertex_format)
-{
- UBERSHADERUID uid;
- std::memset(&uid, 0, sizeof(uid));
- uid.puid = UberShader::GetPixelShaderUid();
- uid.vuid = UberShader::GetVertexShaderUid();
- uid.guid = GetGeometryShaderUid(primitive_type);
- UberShader::ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
-
- // We need to use the ubershader vertex format with all attributes enabled.
- // Otherwise, the NV driver can generate variants for the vertex shaders.
- const GLVertexFormat* uber_vertex_format = static_cast<const GLVertexFormat*>(
- VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration()));
-
- // Check if the shader is already set
- if (last_uber_entry && last_uber_uid == uid)
- {
- BindVertexFormat(uber_vertex_format);
- last_uber_entry->shader.Bind();
- return &last_uber_entry->shader;
- }
-
- // Check if shader is already in cache
- auto iter = ubershaders.find(uid);
- if (iter != ubershaders.end())
- {
- PCacheEntry* entry = &iter->second;
- last_uber_uid = uid;
- last_uber_entry = entry;
- BindVertexFormat(uber_vertex_format);
- last_uber_entry->shader.Bind();
- return &last_uber_entry->shader;
- }
-
- // Make an entry in the table
- PCacheEntry& newentry = ubershaders[uid];
- newentry.in_cache = false;
- newentry.pending = false;
-
- ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
- ShaderCode vcode =
- UberShader::GenVertexShader(APIType::OpenGL, host_config, uid.vuid.GetUidData());
- ShaderCode pcode =
- UberShader::GenPixelShader(APIType::OpenGL, host_config, uid.puid.GetUidData());
- ShaderCode gcode;
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
- !uid.guid.GetUidData()->IsPassthrough())
- {
- gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, uid.guid.GetUidData());
- }
-
- if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
- {
- GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
- return nullptr;
- }
-
- last_uber_uid = uid;
- last_uber_entry = &newentry;
- BindVertexFormat(uber_vertex_format);
- last_uber_entry->shader.Bind();
- return &last_uber_entry->shader;
-}
-
bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode,
const std::string& pcode, const std::string& gcode)
{
@@ -620,11 +471,6 @@ bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vc
return true;
}
-ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram()
-{
- return *last_entry;
-}
-
void ProgramShaderCache::Init()
{
// We have to get the UBO alignment here because
@@ -642,93 +488,14 @@ void ProgramShaderCache::Init()
// Then once more to get bytes
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
- // The GPU shader code appears to be context-specific on Mesa/i965.
- // This means that if we compiled the ubershaders asynchronously, they will be recompiled
- // on the main thread the first time they are used, causing stutter. Nouveau has been
- // reported to crash if draw calls are invoked on the shared context threads. For now,
- // disable asynchronous compilation on Mesa.
- if (!DriverDetails::HasBug(DriverDetails::BUG_SHARED_CONTEXT_SHADER_COMPILATION))
- s_async_compiler = std::make_unique<SharedContextAsyncShaderCompiler>();
-
- // Read our shader cache, only if supported and enabled
- if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache)
- LoadProgramBinaries();
-
CreateHeader();
CreateAttributelessVAO();
CurrentProgram = 0;
- last_entry = nullptr;
- last_uber_entry = nullptr;
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- {
- if (s_async_compiler)
- s_async_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
- PrecompileUberShaders();
- }
-
- if (s_async_compiler)
- {
- // No point using the async compiler without workers.
- s_async_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
- if (!s_async_compiler->HasWorkerThreads())
- s_async_compiler.reset();
- }
-}
-
-void ProgramShaderCache::RetrieveAsyncShaders()
-{
- if (s_async_compiler)
- s_async_compiler->RetrieveWorkItems();
-}
-
-void ProgramShaderCache::Reload()
-{
- if (s_async_compiler)
- {
- s_async_compiler->WaitUntilCompletion();
- s_async_compiler->RetrieveWorkItems();
- }
-
- const bool use_cache = g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache;
- if (use_cache)
- SaveProgramBinaries();
-
- s_program_disk_cache.Close();
- s_uber_program_disk_cache.Close();
- DestroyShaders();
-
- if (use_cache)
- LoadProgramBinaries();
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- PrecompileUberShaders();
-
- CurrentProgram = 0;
- last_entry = nullptr;
- last_uber_entry = nullptr;
- last_uid = {};
- last_uber_uid = {};
}
void ProgramShaderCache::Shutdown()
{
- if (s_async_compiler)
- {
- s_async_compiler->WaitUntilCompletion();
- s_async_compiler->StopWorkerThreads();
- s_async_compiler->RetrieveWorkItems();
- s_async_compiler.reset();
- }
-
- // store all shaders in cache on disk
- if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache)
- SaveProgramBinaries();
- s_program_disk_cache.Close();
- s_uber_program_disk_cache.Close();
-
- DestroyShaders();
s_buffer.reset();
glBindVertexArray(0);
@@ -781,134 +548,6 @@ void ProgramShaderCache::InvalidateLastProgram()
CurrentProgram = 0;
}
-GLuint ProgramShaderCache::CreateProgramFromBinary(const u8* value, u32 value_size)
-{
- const u8* binary = value + sizeof(GLenum);
- GLint binary_size = value_size - sizeof(GLenum);
- GLenum prog_format;
- std::memcpy(&prog_format, value, sizeof(GLenum));
-
- GLuint progid = glCreateProgram();
- glProgramBinary(progid, prog_format, binary, binary_size);
-
- GLint success;
- glGetProgramiv(progid, GL_LINK_STATUS, &success);
- if (!success)
- {
- glDeleteProgram(progid);
- return 0;
- }
-
- return progid;
-}
-
-bool ProgramShaderCache::CreateCacheEntryFromBinary(PCacheEntry* entry, const u8* value,
- u32 value_size)
-{
- entry->in_cache = true;
- entry->pending = false;
- entry->shader.glprogid = CreateProgramFromBinary(value, value_size);
- if (entry->shader.glprogid == 0)
- return false;
-
- entry->shader.SetProgramVariables();
- return true;
-}
-
-void ProgramShaderCache::LoadProgramBinaries()
-{
- GLint Supported;
- glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
- if (!Supported)
- {
- ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So "
- "disable shader cache.");
- g_ogl_config.bSupportsGLSLCache = false;
- }
- else
- {
- // Load game-specific shaders.
- std::string cache_filename =
- GetDiskShaderCacheFileName(APIType::OpenGL, "ProgramBinaries", true, true);
- ProgramShaderCacheInserter<SHADERUID> inserter(pshaders);
- s_program_disk_cache.OpenAndRead(cache_filename, inserter);
-
- // Load global ubershaders.
- cache_filename =
- GetDiskShaderCacheFileName(APIType::OpenGL, "UberProgramBinaries", false, true);
- ProgramShaderCacheInserter<UBERSHADERUID> uber_inserter(ubershaders);
- s_uber_program_disk_cache.OpenAndRead(cache_filename, uber_inserter);
- }
- SETSTAT(stats.numPixelShadersAlive, pshaders.size());
-}
-
-static bool GetProgramBinary(const ProgramShaderCache::PCacheEntry& entry, std::vector<u8>& data)
-{
- // Clear any prior error code
- glGetError();
-
- GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0;
- glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &link_status);
- glGetProgramiv(entry.shader.glprogid, GL_DELETE_STATUS, &delete_status);
- glGetProgramiv(entry.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
- if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE ||
- binary_size == 0)
- {
- return false;
- }
-
- data.resize(binary_size + sizeof(GLenum));
-
- GLsizei length = binary_size;
- GLenum prog_format;
- glGetProgramBinary(entry.shader.glprogid, binary_size, &length, &prog_format,
- &data[sizeof(GLenum)]);
- if (glGetError() != GL_NO_ERROR)
- return false;
-
- std::memcpy(&data[0], &prog_format, sizeof(prog_format));
- return true;
-}
-
-template <typename CacheMapType, typename DiskCacheType>
-static void SaveProgramBinaryMap(CacheMapType& program_map, DiskCacheType& disk_cache)
-{
- std::vector<u8> binary_data;
- for (auto& entry : program_map)
- {
- if (entry.second.in_cache || entry.second.pending)
- continue;
-
- // Entry is now in cache (even if it fails, we don't want to try to save it again).
- entry.second.in_cache = true;
- if (!GetProgramBinary(entry.second, binary_data))
- continue;
-
- disk_cache.Append(entry.first, &binary_data[0], static_cast<u32>(binary_data.size()));
- }
-
- disk_cache.Sync();
-}
-
-void ProgramShaderCache::SaveProgramBinaries()
-{
- SaveProgramBinaryMap(pshaders, s_program_disk_cache);
- SaveProgramBinaryMap(ubershaders, s_uber_program_disk_cache);
-}
-
-void ProgramShaderCache::DestroyShaders()
-{
- glUseProgram(0);
-
- for (auto& entry : pshaders)
- entry.second.Destroy();
- pshaders.clear();
-
- for (auto& entry : ubershaders)
- entry.second.Destroy();
- ubershaders.clear();
-}
-
const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* vertex_shader,
const OGLShader* geometry_shader,
const OGLShader* pixel_shader)
@@ -1144,346 +783,4 @@ void ProgramShaderCache::CreateHeader()
v > GlslEs300 ? "precision highp sampler2DMS;" : "",
v >= GlslEs310 ? "precision highp image2DArray;" : "");
}
-
-void ProgramShaderCache::PrecompileUberShaders()
-{
- bool success = true;
-
- UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
- UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
- // UIDs must have compatible texgens, a mismatching combination will never be queried.
- if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
- return;
-
- EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
- if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens)
- return;
-
- UBERSHADERUID uid;
- std::memcpy(&uid.vuid, &vuid, sizeof(uid.vuid));
- std::memcpy(&uid.puid, &puid, sizeof(uid.puid));
- std::memcpy(&uid.guid, &guid, sizeof(uid.guid));
-
- // The ubershader may already exist if shader caching is enabled.
- if (!success || ubershaders.find(uid) != ubershaders.end())
- return;
-
- PCacheEntry& entry = ubershaders[uid];
- entry.in_cache = false;
- entry.pending = false;
-
- // Multi-context path?
- if (s_async_compiler)
- {
- entry.pending = true;
- s_async_compiler->QueueWorkItem(
- s_async_compiler->CreateWorkItem<UberShaderCompileWorkItem>(uid));
- return;
- }
-
- ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
- ShaderCode vcode =
- UberShader::GenVertexShader(APIType::OpenGL, host_config, uid.vuid.GetUidData());
- ShaderCode pcode =
- UberShader::GenPixelShader(APIType::OpenGL, host_config, uid.puid.GetUidData());
- ShaderCode gcode;
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
- !uid.guid.GetUidData()->IsPassthrough())
- {
- GenerateGeometryShaderCode(APIType::OpenGL, host_config, uid.guid.GetUidData());
- }
-
- // Always background compile, even when it's not supported.
- // This way hopefully the driver can still compile the shaders in parallel.
- if (!CompileShader(entry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
- {
- // Stop compiling shaders if any of them fail, no point continuing.
- success = false;
- return;
- }
- });
- });
- });
-
- if (s_async_compiler)
- {
- s_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
- Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
- static_cast<int>(completed), static_cast<int>(total));
- });
- s_async_compiler->RetrieveWorkItems();
- Host_UpdateProgressDialog("", -1, -1);
- }
-
- if (!success)
- {
- PanicAlert("One or more ubershaders failed to compile. Disabling ubershaders.");
- for (auto& it : ubershaders)
- it.second.Destroy();
- ubershaders.clear();
- }
-}
-
-bool ProgramShaderCache::SharedContextAsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
-{
- SharedContextData* ctx_data = new SharedContextData();
- ctx_data->context = GLInterface->CreateSharedContext();
- if (!ctx_data->context)
- {
- PanicAlert("Failed to create shared context for shader compiling.");
- delete ctx_data;
- return false;
- }
-
- *param = ctx_data;
- return true;
-}
-
-bool ProgramShaderCache::SharedContextAsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param)
-{
- SharedContextData* ctx_data = reinterpret_cast<SharedContextData*>(param);
- if (!ctx_data->context->MakeCurrent())
- {
- PanicAlert("Failed to make shared context current.");
- ctx_data->context->Shutdown();
- delete ctx_data;
- return false;
- }
-
- CreatePrerenderArrays(ctx_data);
- return true;
-}
-
-void ProgramShaderCache::SharedContextAsyncShaderCompiler::WorkerThreadExit(void* param)
-{
- SharedContextData* ctx_data = reinterpret_cast<SharedContextData*>(param);
- DestroyPrerenderArrays(ctx_data);
- ctx_data->context->Shutdown();
- delete ctx_data;
-}
-
-ProgramShaderCache::ShaderCompileWorkItem::ShaderCompileWorkItem(const SHADERUID& uid)
-{
- std::memcpy(&m_uid, &uid, sizeof(m_uid));
-}
-
-bool ProgramShaderCache::ShaderCompileWorkItem::Compile()
-{
- ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
- ShaderCode vcode =
- GenerateVertexShaderCode(APIType::OpenGL, host_config, m_uid.vuid.GetUidData());
- ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, m_uid.puid.GetUidData());
- ShaderCode gcode;
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
- !m_uid.guid.GetUidData()->IsPassthrough())
- gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, m_uid.guid.GetUidData());
-
- CompileShader(m_program, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer());
- DrawPrerenderArray(m_program,
- static_cast<PrimitiveType>(m_uid.guid.GetUidData()->primitive_type));
- return true;
-}
-
-void ProgramShaderCache::ShaderCompileWorkItem::Retrieve()
-{
- auto iter = pshaders.find(m_uid);
- if (iter != pshaders.end() && !iter->second.pending)
- {
- // Main thread already compiled this shader.
- m_program.Destroy();
- return;
- }
-
- PCacheEntry& entry = pshaders[m_uid];
- entry.shader = m_program;
- entry.in_cache = false;
- entry.pending = false;
-}
-
-ProgramShaderCache::UberShaderCompileWorkItem::UberShaderCompileWorkItem(const UBERSHADERUID& uid)
-{
- std::memcpy(&m_uid, &uid, sizeof(m_uid));
-}
-
-bool ProgramShaderCache::UberShaderCompileWorkItem::Compile()
-{
- ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
- ShaderCode vcode =
- UberShader::GenVertexShader(APIType::OpenGL, host_config, m_uid.vuid.GetUidData());
- ShaderCode pcode =
- UberShader::GenPixelShader(APIType::OpenGL, host_config, m_uid.puid.GetUidData());
- ShaderCode gcode;
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
- !m_uid.guid.GetUidData()->IsPassthrough())
- gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, m_uid.guid.GetUidData());
-
- CompileShader(m_program, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer());
- DrawPrerenderArray(m_program,
- static_cast<PrimitiveType>(m_uid.guid.GetUidData()->primitive_type));
- return true;
-}
-
-void ProgramShaderCache::UberShaderCompileWorkItem::Retrieve()
-{
- auto iter = ubershaders.find(m_uid);
- if (iter != ubershaders.end() && !iter->second.pending)
- {
- // Main thread already compiled this shader.
- m_program.Destroy();
- return;
- }
-
- PCacheEntry& entry = ubershaders[m_uid];
- entry.shader = m_program;
- entry.in_cache = false;
- entry.pending = false;
-}
-
-void ProgramShaderCache::CreatePrerenderArrays(SharedContextData* data)
-{
- // Create a framebuffer object to render into.
- // This is because in EGL, and potentially GLX, we have a surfaceless context.
- glGenTextures(1, &data->prerender_FBO_tex);
- glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_tex);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- glGenTextures(1, &data->prerender_FBO_depth);
- glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_depth);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, 1, 1, 1, 0, GL_DEPTH_COMPONENT,
- GL_FLOAT, nullptr);
- glGenFramebuffers(1, &data->prerender_FBO);
- glBindFramebuffer(GL_FRAMEBUFFER, data->prerender_FBO);
- glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, data->prerender_FBO_tex, 0, 0);
- glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, data->prerender_FBO_depth, 0, 0);
-
- // Create VAO for the prerender vertices.
- // We don't use the normal VAO map, since we need to change the VBO pointer.
- glGenVertexArrays(1, &data->prerender_VAO);
- glBindVertexArray(data->prerender_VAO);
-
- // Create and populate the prerender VBO. We need enough space to draw 3 triangles.
- static constexpr float vbo_data[] = {0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f};
- constexpr u32 vbo_stride = sizeof(float) * 3;
- glGenBuffers(1, &data->prerender_VBO);
- glBindBuffer(GL_ARRAY_BUFFER, data->prerender_VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vbo_data), vbo_data, GL_STATIC_DRAW);
-
- // We only need a position in our prerender vertex.
- glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
- glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vbo_stride, nullptr);
-
- // The other attributes have to be active to avoid variant generation.
- glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
- glVertexAttribIPointer(SHADER_POSMTX_ATTRIB, 1, GL_UNSIGNED_BYTE, vbo_stride, nullptr);
- for (u32 i = 0; i < 3; i++)
- {
- glEnableVertexAttribArray(SHADER_NORM0_ATTRIB + i);
- glVertexAttribPointer(SHADER_NORM0_ATTRIB + i, 3, GL_FLOAT, GL_FALSE, vbo_stride, nullptr);
- }
- for (u32 i = 0; i < 2; i++)
- {
- glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB + i);
- glVertexAttribPointer(SHADER_COLOR0_ATTRIB + i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vbo_stride,
- nullptr);
- }
- for (u32 i = 0; i < 8; i++)
- {
- glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB + i);
- glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB + i, 3, GL_FLOAT, GL_FALSE, vbo_stride, nullptr);
- }
-
- // We need an index buffer to set up the same drawing state on Mesa.
- static constexpr u16 ibo_data[] = {0, 1, 2};
- glGenBuffers(1, &data->prerender_IBO);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data->prerender_IBO);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(ibo_data), ibo_data, GL_STATIC_DRAW);
-
- // Mesa also requires the primitive restart state matches?
- if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart)
- {
- if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
- {
- glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
- }
- else
- {
- if (GLExtensions::Version() >= 310)
- {
- glEnable(GL_PRIMITIVE_RESTART);
- glPrimitiveRestartIndex(65535);
- }
- else
- {
- glEnableClientState(GL_PRIMITIVE_RESTART_NV);
- glPrimitiveRestartIndexNV(65535);
- }
- }
- }
-}
-
-void ProgramShaderCache::DestroyPrerenderArrays(SharedContextData* data)
-{
- if (data->prerender_VAO)
- {
- glDeleteVertexArrays(1, &data->prerender_VAO);
- data->prerender_VAO = 0;
- }
- if (data->prerender_VBO)
- {
- glDeleteBuffers(1, &data->prerender_VBO);
- data->prerender_VBO = 0;
- }
- if (data->prerender_IBO)
- {
- glDeleteBuffers(1, &data->prerender_IBO);
- data->prerender_IBO = 0;
- }
- if (data->prerender_FBO)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glDeleteFramebuffers(1, &data->prerender_FBO);
- data->prerender_FBO = 0;
- }
- if (data->prerender_FBO_tex)
- {
- glDeleteTextures(1, &data->prerender_FBO_tex);
- data->prerender_FBO_tex = 0;
- }
- if (data->prerender_FBO_depth)
- {
- glDeleteTextures(1, &data->prerender_FBO_depth);
- data->prerender_FBO_depth = 0;
- }
-}
-
-void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, PrimitiveType primitive_type)
-{
- // This is called on a worker thread, so we don't want to use the normal binding process.
- glUseProgram(shader.glprogid);
-
- // The number of primitives drawn depends on the type.
- switch (primitive_type)
- {
- case PrimitiveType::Points:
- glDrawElements(GL_POINTS, 1, GL_UNSIGNED_SHORT, nullptr);
- break;
- case PrimitiveType::Lines:
- glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, nullptr);
- break;
- case PrimitiveType::Triangles:
- glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, nullptr);
- break;
- case PrimitiveType::TriangleStrip:
- glDrawElements(GL_TRIANGLE_STRIP, 3, GL_UNSIGNED_SHORT, nullptr);
- break;
- }
-
- // Has to be finished by the time the main thread picks it up.
- GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
- glDeleteSync(sync);
-}
} // namespace OGL
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.h b/Source/Core/VideoBackends/OGL/ProgramShaderCache.h
index 6db44460a1..af2aa10383 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.h
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.h
@@ -11,16 +11,6 @@
#include <unordered_map>
#include "Common/GL/GLUtil.h"
-#include "Common/LinearDiskCache.h"
-
-#include "VideoCommon/AsyncShaderCompiler.h"
-#include "VideoCommon/GeometryShaderGen.h"
-#include "VideoCommon/PixelShaderGen.h"
-#include "VideoCommon/UberShaderPixel.h"
-#include "VideoCommon/UberShaderVertex.h"
-#include "VideoCommon/VertexShaderGen.h"
-
-class cInterfaceBase;
namespace OGL
{
@@ -28,41 +18,6 @@ class OGLShader;
class GLVertexFormat;
class StreamBuffer;
-class SHADERUID
-{
-public:
- VertexShaderUid vuid;
- PixelShaderUid puid;
- GeometryShaderUid guid;
-
- bool operator<(const SHADERUID& r) const
- {
- return std::tie(vuid, puid, guid) < std::tie(r.vuid, r.puid, r.guid);
- }
-
- bool operator==(const SHADERUID& r) const
- {
- return std::tie(vuid, puid, guid) == std::tie(r.vuid, r.puid, r.guid);
- }
-};
-class UBERSHADERUID
-{
-public:
- UberShader::VertexShaderUid vuid;
- UberShader::PixelShaderUid puid;
- GeometryShaderUid guid;
-
- bool operator<(const UBERSHADERUID& r) const
- {
- return std::tie(vuid, puid, guid) < std::tie(r.vuid, r.puid, r.guid);
- }
-
- bool operator==(const UBERSHADERUID& r) const
- {
- return std::tie(vuid, puid, guid) == std::tie(r.vuid, r.puid, r.guid);
- }
-};
-
struct SHADER
{
void Destroy()
@@ -112,18 +67,6 @@ struct PipelineProgram
class ProgramShaderCache
{
public:
- struct PCacheEntry
- {
- SHADER shader;
- bool in_cache;
- bool pending;
-
- void Destroy() { shader.Destroy(); }
- };
-
- static PCacheEntry GetShaderProgram();
- static SHADER* SetShader(PrimitiveType primitive_type, const GLVertexFormat* vertex_format);
- static SHADER* SetUberShader(PrimitiveType primitive_type, const GLVertexFormat* vertex_format);
static void BindVertexFormat(const GLVertexFormat* vertex_format);
static void InvalidateVertexFormat();
static void InvalidateLastProgram();
@@ -141,11 +84,8 @@ public:
static void UploadConstants();
static void Init();
- static void Reload();
static void Shutdown();
static void CreateHeader();
- static void RetrieveAsyncShaders();
- static void PrecompileUberShaders();
static const PipelineProgram* GetPipelineProgram(const OGLShader* vertex_shader,
const OGLShader* geometry_shader,
@@ -153,103 +93,15 @@ public:
static void ReleasePipelineProgram(const PipelineProgram* prog);
private:
- template <typename UIDType>
- class ProgramShaderCacheInserter : public LinearDiskCacheReader<UIDType, u8>
- {
- public:
- ProgramShaderCacheInserter(std::map<UIDType, PCacheEntry>& shader_map)
- : m_shader_map(shader_map)
- {
- }
-
- void Read(const UIDType& key, const u8* value, u32 value_size) override
- {
- if (m_shader_map.find(key) != m_shader_map.end())
- return;
-
- PCacheEntry& entry = m_shader_map[key];
- if (!CreateCacheEntryFromBinary(&entry, value, value_size))
- {
- m_shader_map.erase(key);
- return;
- }
- }
-
- private:
- std::map<UIDType, PCacheEntry>& m_shader_map;
- };
-
- class SharedContextAsyncShaderCompiler : public VideoCommon::AsyncShaderCompiler
- {
- protected:
- bool WorkerThreadInitMainThread(void** param) override;
- bool WorkerThreadInitWorkerThread(void* param) override;
- void WorkerThreadExit(void* param) override;
- };
-
- struct SharedContextData
- {
- std::unique_ptr<cInterfaceBase> context;
- GLuint prerender_FBO;
- GLuint prerender_FBO_tex;
- GLuint prerender_FBO_depth;
- GLuint prerender_VBO;
- GLuint prerender_VAO;
- GLuint prerender_IBO;
- };
-
- class ShaderCompileWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit ShaderCompileWorkItem(const SHADERUID& uid);
-
- bool Compile() override;
- void Retrieve() override;
-
- private:
- SHADERUID m_uid;
- SHADER m_program;
- };
-
- class UberShaderCompileWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit UberShaderCompileWorkItem(const UBERSHADERUID& uid);
-
- bool Compile() override;
- void Retrieve() override;
-
- private:
- UBERSHADERUID m_uid;
- SHADER m_program;
- };
-
- typedef std::map<SHADERUID, PCacheEntry> PCache;
- typedef std::map<UBERSHADERUID, PCacheEntry> UberPCache;
typedef std::unordered_map<PipelineProgramKey, std::unique_ptr<PipelineProgram>,
PipelineProgramKeyHash>
PipelineProgramMap;
static void CreateAttributelessVAO();
- static GLuint CreateProgramFromBinary(const u8* value, u32 value_size);
- static bool CreateCacheEntryFromBinary(PCacheEntry* entry, const u8* value, u32 value_size);
- static void LoadProgramBinaries();
- static void SaveProgramBinaries();
- static void DestroyShaders();
- static void CreatePrerenderArrays(SharedContextData* data);
- static void DestroyPrerenderArrays(SharedContextData* data);
- static void DrawPrerenderArray(const SHADER& shader, PrimitiveType primitive_type);
- static PCache pshaders;
- static UberPCache ubershaders;
static PipelineProgramMap pipelineprograms;
static std::mutex pipelineprogramlock;
- static PCacheEntry* last_entry;
- static PCacheEntry* last_uber_entry;
- static SHADERUID last_uid;
- static UBERSHADERUID last_uber_uid;
- static std::unique_ptr<SharedContextAsyncShaderCompiler> s_async_compiler;
static u32 s_ubo_buffer_size;
static s32 s_ubo_align;
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index ae9e45db99..ac08ae57cd 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -1465,7 +1465,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
g_texture_cache->Cleanup(frameCount);
- ProgramShaderCache::RetrieveAsyncShaders();
RestoreAPIState();
@@ -1479,8 +1478,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
g_sampler_cache->Clear();
// Invalidate shader cache when the host config changes.
- if (CheckForHostConfigChanges())
- ProgramShaderCache::Reload();
+ CheckForHostConfigChanges();
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
@@ -1602,21 +1600,6 @@ void Renderer::ApplyDepthState(const DepthState& state)
}
}
-void Renderer::SetRasterizationState(const RasterizationState& state)
-{
- ApplyRasterizationState(state);
-}
-
-void Renderer::SetDepthState(const DepthState& state)
-{
- ApplyDepthState(state);
-}
-
-void Renderer::SetBlendingState(const BlendingState& state)
-{
- ApplyBlendingState(state);
-}
-
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
// Not all shader changes currently go through SetPipeline, so we can't
diff --git a/Source/Core/VideoBackends/OGL/Render.h b/Source/Core/VideoBackends/OGL/Render.h
index e28f2b52d1..a9124ad4fb 100644
--- a/Source/Core/VideoBackends/OGL/Render.h
+++ b/Source/Core/VideoBackends/OGL/Render.h
@@ -105,10 +105,7 @@ public:
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {},
float depth_value = 0.0f) override;
- void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
- void SetRasterizationState(const RasterizationState& state) override;
- void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
diff --git a/Source/Core/VideoBackends/OGL/VertexManager.cpp b/Source/Core/VideoBackends/OGL/VertexManager.cpp
index f98c72b1ad..00b20e3c76 100644
--- a/Source/Core/VideoBackends/OGL/VertexManager.cpp
+++ b/Source/Core/VideoBackends/OGL/VertexManager.cpp
@@ -162,8 +162,6 @@ void VertexManager::vFlush()
GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat();
u32 stride = nativeVertexFmt->GetVertexStride();
- ProgramShaderCache::SetShader(m_current_primitive_type, nativeVertexFmt);
-
PrepareDrawBuffers(stride);
// upload global constants
@@ -174,7 +172,11 @@ void VertexManager::vFlush()
glEnable(GL_STENCIL_TEST);
}
- Draw(stride);
+ if (m_current_pipeline_object)
+ {
+ g_renderer->SetPipeline(m_current_pipeline_object);
+ Draw(stride);
+ }
if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
{
diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp
index 1e88680606..99952d1d9f 100644
--- a/Source/Core/VideoBackends/OGL/main.cpp
+++ b/Source/Core/VideoBackends/OGL/main.cpp
@@ -175,17 +175,20 @@ bool VideoBackend::Initialize(void* window_handle)
ProgramShaderCache::Init();
g_texture_cache = std::make_unique<TextureCache>();
g_sampler_cache = std::make_unique<SamplerCache>();
+ g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
static_cast<Renderer*>(g_renderer.get())->Init();
TextureConverter::Init();
BoundingBox::Init(g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
- return true;
+ return g_shader_cache->Initialize();
}
void VideoBackend::Shutdown()
{
+ g_shader_cache->Shutdown();
g_renderer->Shutdown();
BoundingBox::Shutdown();
TextureConverter::Shutdown();
+ g_shader_cache.reset();
g_sampler_cache.reset();
g_texture_cache.reset();
ProgramShaderCache::Shutdown();
diff --git a/Source/Core/VideoBackends/Software/SWmain.cpp b/Source/Core/VideoBackends/Software/SWmain.cpp
index 20a8958d18..504c008511 100644
--- a/Source/Core/VideoBackends/Software/SWmain.cpp
+++ b/Source/Core/VideoBackends/Software/SWmain.cpp
@@ -96,11 +96,15 @@ bool VideoSoftware::Initialize(void* window_handle)
g_vertex_manager = std::make_unique<SWVertexLoader>();
g_perf_query = std::make_unique<PerfQuery>();
g_texture_cache = std::make_unique<TextureCache>();
- return true;
+ g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
+ return g_shader_cache->Initialize();
}
void VideoSoftware::Shutdown()
{
+ if (g_shader_cache)
+ g_shader_cache->Shutdown();
+
if (g_renderer)
g_renderer->Shutdown();
diff --git a/Source/Core/VideoBackends/Vulkan/Constants.h b/Source/Core/VideoBackends/Vulkan/Constants.h
index c6758c6fdc..f2af115b2a 100644
--- a/Source/Core/VideoBackends/Vulkan/Constants.h
+++ b/Source/Core/VideoBackends/Vulkan/Constants.h
@@ -48,8 +48,7 @@ enum DESCRIPTOR_SET_BIND_POINT
// - Standard
// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS)
// - 8 combined image samplers (accessible from PS)
-// - BBox Enabled
-// - Same as standard, plus a single SSBO accessible from PS
+// - 1 SSBO accessible from PS if supported
// - Push Constant
// - Same as standard, plus 128 bytes of push constants, accessible from all stages.
// - Texture Decoding
@@ -67,7 +66,6 @@ enum DESCRIPTOR_SET_BIND_POINT
enum PIPELINE_LAYOUT
{
PIPELINE_LAYOUT_STANDARD,
- PIPELINE_LAYOUT_BBOX,
PIPELINE_LAYOUT_PUSH_CONSTANT,
PIPELINE_LAYOUT_TEXTURE_CONVERSION,
PIPELINE_LAYOUT_UTILITY,
diff --git a/Source/Core/VideoBackends/Vulkan/ObjectCache.cpp b/Source/Core/VideoBackends/Vulkan/ObjectCache.cpp
index cbd28b3630..8f5721b4d3 100644
--- a/Source/Core/VideoBackends/Vulkan/ObjectCache.cpp
+++ b/Source/Core/VideoBackends/Vulkan/ObjectCache.cpp
@@ -109,6 +109,9 @@ bool ObjectCache::CreateDescriptorSetLayouts()
static const VkDescriptorSetLayoutBinding single_ubo_set_bindings[] = {
0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT | VK_SHADER_STAGE_FRAGMENT_BIT};
+
+ // The geometry shader buffer must be last in this binding set, as we don't include it
+ // if geometry shaders are not supported by the device. See the decrement below.
static const VkDescriptorSetLayoutBinding per_stage_ubo_set_bindings[] = {
{UBO_DESCRIPTOR_SET_BINDING_PS, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
VK_SHADER_STAGE_FRAGMENT_BIT},
@@ -139,7 +142,7 @@ bool ObjectCache::CreateDescriptorSetLayouts()
{7, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_COMPUTE_BIT},
};
- static const VkDescriptorSetLayoutCreateInfo create_infos[NUM_DESCRIPTOR_SET_LAYOUTS] = {
+ VkDescriptorSetLayoutCreateInfo create_infos[NUM_DESCRIPTOR_SET_LAYOUTS] = {
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(single_ubo_set_bindings)), single_ubo_set_bindings},
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
@@ -153,6 +156,10 @@ bool ObjectCache::CreateDescriptorSetLayouts()
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(compute_set_bindings)), compute_set_bindings}};
+ // Don't set the GS bit if geometry shaders aren't available.
+ if (!g_vulkan_context->SupportsGeometryShaders())
+ create_infos[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS].bindingCount--;
+
for (size_t i = 0; i < NUM_DESCRIPTOR_SET_LAYOUTS; i++)
{
VkResult res = vkCreateDescriptorSetLayout(g_vulkan_context->GetDevice(), &create_infos[i],
@@ -180,12 +187,11 @@ bool ObjectCache::CreatePipelineLayouts()
{
VkResult res;
- // Descriptor sets for each pipeline layout
+ // Descriptor sets for each pipeline layout.
+ // In the standard set, the SSBO must be the last descriptor, as we do not include it
+ // when fragment stores and atomics are not supported by the device.
VkDescriptorSetLayout standard_sets[] = {
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS],
- m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS]};
- VkDescriptorSetLayout bbox_sets[] = {
- m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_SHADER_STORAGE_BUFFERS]};
VkDescriptorSetLayout texture_conversion_sets[] = {
@@ -207,10 +213,6 @@ bool ObjectCache::CreatePipelineLayouts()
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(standard_sets)), standard_sets, 0, nullptr},
- // BBox
- {VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
- static_cast<u32>(ArraySize(bbox_sets)), bbox_sets, 0, nullptr},
-
// Push Constant
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(standard_sets)), standard_sets, 1, &push_constant_range},
@@ -228,6 +230,10 @@ bool ObjectCache::CreatePipelineLayouts()
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(compute_sets)), compute_sets, 1, &compute_push_constant_range}};
+ // If bounding box is unsupported, don't bother with the SSBO descriptor set.
+ if (!g_vulkan_context->SupportsBoundingBox())
+ pipeline_layout_info[PIPELINE_LAYOUT_STANDARD].setLayoutCount--;
+
for (size_t i = 0; i < NUM_PIPELINE_LAYOUTS; i++)
{
if ((res = vkCreatePipelineLayout(g_vulkan_context->GetDevice(), &pipeline_layout_info[i],
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
index 588e4b0919..1beb4f3461 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
@@ -224,7 +224,7 @@ std::tuple<VkBuffer, u32> Renderer::UpdateUtilityUniformBuffer(const void* unifo
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
- m_graphics_pipeline = static_cast<const VKPipeline*>(pipeline);
+ StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline));
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
@@ -305,7 +305,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
// Build commands.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
- m_graphics_pipeline->GetPipeline());
+ StateTracker::GetInstance()->GetPipeline()->GetVkPipeline());
if (vertex_buffer != VK_NULL_HANDLE)
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vertex_buffer, &vertex_buffer_offset);
@@ -759,9 +759,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Clean up stale textures.
TextureCache::GetInstance()->Cleanup(frameCount);
-
- // Pull in now-ready async shaders.
- g_shader_cache->RetrieveAsyncShaders();
}
void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region)
@@ -975,10 +972,8 @@ void Renderer::CheckForConfigChanges()
RecreateEFBFramebuffer();
RecompileShaders();
FramebufferManager::GetInstance()->RecompileShaders();
- g_shader_cache->ReloadShaderAndPipelineCaches();
+ g_shader_cache->ReloadPipelineCache();
g_shader_cache->RecompileSharedShaders();
- StateTracker::GetInstance()->InvalidateShaderPointers();
- StateTracker::GetInstance()->ReloadPipelineUIDCache();
}
// For vsync, we need to change the present mode, which means recreating the swap chain.
@@ -1021,8 +1016,6 @@ void Renderer::BindEFBToStateTracker()
FramebufferManager::GetInstance()->GetEFBClearRenderPass());
StateTracker::GetInstance()->SetFramebuffer(
FramebufferManager::GetInstance()->GetEFBFramebuffer(), framebuffer_size);
- StateTracker::GetInstance()->SetMultisamplingstate(
- FramebufferManager::GetInstance()->GetEFBMultisamplingState());
m_current_framebuffer = nullptr;
m_current_framebuffer_width = FramebufferManager::GetInstance()->GetEFBWidth();
m_current_framebuffer_height = FramebufferManager::GetInstance()->GetEFBHeight();
@@ -1125,21 +1118,6 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
num_clear_values);
}
-void Renderer::SetRasterizationState(const RasterizationState& state)
-{
- StateTracker::GetInstance()->SetRasterizationState(state);
-}
-
-void Renderer::SetDepthState(const DepthState& state)
-{
- StateTracker::GetInstance()->SetDepthState(state);
-}
-
-void Renderer::SetBlendingState(const BlendingState& state)
-{
- StateTracker::GetInstance()->SetBlendState(state);
-}
-
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
// Texture should always be in SHADER_READ_ONLY layout prior to use.
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.h b/Source/Core/VideoBackends/Vulkan/Renderer.h
index e62849ac19..b2662a3d4b 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.h
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.h
@@ -77,10 +77,7 @@ public:
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {},
float depth_value = 0.0f) override;
- void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
- void SetRasterizationState(const RasterizationState& state) override;
- void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
@@ -135,6 +132,5 @@ private:
// Shaders used for clear/blit.
VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
- const VKPipeline* m_graphics_pipeline = nullptr;
};
}
diff --git a/Source/Core/VideoBackends/Vulkan/ShaderCache.cpp b/Source/Core/VideoBackends/Vulkan/ShaderCache.cpp
index 9f77958b0f..2fa75f4913 100644
--- a/Source/Core/VideoBackends/Vulkan/ShaderCache.cpp
+++ b/Source/Core/VideoBackends/Vulkan/ShaderCache.cpp
@@ -23,12 +23,7 @@
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
-#include "VideoCommon/AsyncShaderCompiler.h"
-#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/Statistics.h"
-#include "VideoCommon/UberShaderPixel.h"
-#include "VideoCommon/UberShaderVertex.h"
-#include "VideoCommon/VertexLoaderManager.h"
namespace Vulkan
{
@@ -41,7 +36,6 @@ ShaderCache::ShaderCache()
ShaderCache::~ShaderCache()
{
DestroyPipelineCache();
- DestroyShaderCaches();
DestroySharedShaders();
}
@@ -49,7 +43,6 @@ bool ShaderCache::Initialize()
{
if (g_ActiveConfig.bShaderCache)
{
- LoadShaderCaches();
if (!LoadPipelineCache())
return false;
}
@@ -62,21 +55,11 @@ bool ShaderCache::Initialize()
if (!CompileSharedShaders())
return false;
- m_async_shader_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
- m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.CanPrecompileUberShaders() ?
- g_ActiveConfig.GetShaderPrecompilerThreads() :
- g_ActiveConfig.GetShaderCompilerThreads());
return true;
}
void ShaderCache::Shutdown()
{
- if (m_async_shader_compiler)
- {
- m_async_shader_compiler->StopWorkerThreads();
- m_async_shader_compiler->RetrieveWorkItems();
- }
-
if (g_ActiveConfig.bShaderCache && m_pipeline_cache != VK_NULL_HANDLE)
SavePipelineCache();
}
@@ -393,39 +376,13 @@ VkPipeline ShaderCache::CreatePipeline(const PipelineInfo& info)
VkPipeline ShaderCache::GetPipeline(const PipelineInfo& info)
{
- return GetPipelineWithCacheResult(info).first;
-}
-
-std::pair<VkPipeline, bool> ShaderCache::GetPipelineWithCacheResult(const PipelineInfo& info)
-{
auto iter = m_pipeline_objects.find(info);
if (iter != m_pipeline_objects.end())
- {
- // If it's background compiling, ignore it, and recompile it synchronously.
- if (!iter->second.second)
- return std::make_pair(iter->second.first, true);
- else
- m_pipeline_objects.erase(iter);
- }
+ return iter->second;
VkPipeline pipeline = CreatePipeline(info);
- m_pipeline_objects.emplace(info, std::make_pair(pipeline, false));
- _assert_(pipeline != VK_NULL_HANDLE);
- return {pipeline, false};
-}
-
-std::pair<std::pair<VkPipeline, bool>, bool>
-ShaderCache::GetPipelineWithCacheResultAsync(const PipelineInfo& info)
-{
- auto iter = m_pipeline_objects.find(info);
- if (iter != m_pipeline_objects.end())
- return std::make_pair(iter->second, true);
-
- // Kick a job off.
- m_async_shader_compiler->QueueWorkItem(
- m_async_shader_compiler->CreateWorkItem<PipelineCompilerWorkItem>(info));
- m_pipeline_objects.emplace(info, std::make_pair(static_cast<VkPipeline>(VK_NULL_HANDLE), true));
- return std::make_pair(std::make_pair(static_cast<VkPipeline>(VK_NULL_HANDLE), true), false);
+ m_pipeline_objects.emplace(info, pipeline);
+ return pipeline;
}
VkPipeline ShaderCache::CreateComputePipeline(const ComputePipelineInfo& info)
@@ -465,11 +422,10 @@ VkPipeline ShaderCache::GetComputePipeline(const ComputePipelineInfo& info)
void ShaderCache::ClearPipelineCache()
{
- // TODO: Stop any async compiling happening.
for (const auto& it : m_pipeline_objects)
{
- if (it.second.first != VK_NULL_HANDLE)
- vkDestroyPipeline(g_vulkan_context->GetDevice(), it.second.first, nullptr);
+ if (it.second != VK_NULL_HANDLE)
+ vkDestroyPipeline(g_vulkan_context->GetDevice(), it.second, nullptr);
}
m_pipeline_objects.clear();
@@ -673,266 +629,6 @@ void ShaderCache::SavePipelineCache()
disk_cache.Close();
}
-// Cache inserter that is called back when reading from the file
-template <typename Uid>
-struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
-{
- ShaderCacheReader(std::map<Uid, std::pair<VkShaderModule, bool>>& shader_map)
- : m_shader_map(shader_map)
- {
- }
- void Read(const Uid& key, const u32* value, u32 value_size) override
- {
- // We don't insert null modules into the shader map since creation could succeed later on.
- // e.g. we're generating bad code, but fix this in a later version, and for some reason
- // the cache is not invalidated.
- VkShaderModule module = Util::CreateShaderModule(value, value_size);
- if (module == VK_NULL_HANDLE)
- return;
-
- m_shader_map.emplace(key, std::make_pair(module, false));
- }
-
- std::map<Uid, std::pair<VkShaderModule, bool>>& m_shader_map;
-};
-
-void ShaderCache::LoadShaderCaches()
-{
- ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
- m_vs_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "VS", true, true),
- vs_reader);
-
- ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
- m_ps_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "PS", true, true),
- ps_reader);
-
- if (g_vulkan_context->SupportsGeometryShaders())
- {
- ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
- m_gs_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "GS", true, true),
- gs_reader);
- }
-
- ShaderCacheReader<UberShader::VertexShaderUid> uber_vs_reader(m_uber_vs_cache.shader_map);
- m_uber_vs_cache.disk_cache.OpenAndRead(
- GetDiskShaderCacheFileName(APIType::Vulkan, "UberVS", false, true), uber_vs_reader);
- ShaderCacheReader<UberShader::PixelShaderUid> uber_ps_reader(m_uber_ps_cache.shader_map);
- m_uber_ps_cache.disk_cache.OpenAndRead(
- GetDiskShaderCacheFileName(APIType::Vulkan, "UberPS", false, true), uber_ps_reader);
-
- SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
- SETSTAT(stats.numPixelShadersAlive, static_cast<int>(m_ps_cache.shader_map.size()));
- SETSTAT(stats.numVertexShadersCreated, static_cast<int>(m_vs_cache.shader_map.size()));
- SETSTAT(stats.numVertexShadersAlive, static_cast<int>(m_vs_cache.shader_map.size()));
-}
-
-template <typename T>
-static void DestroyShaderCache(T& cache)
-{
- cache.disk_cache.Sync();
- cache.disk_cache.Close();
- for (const auto& it : cache.shader_map)
- {
- if (it.second.first != VK_NULL_HANDLE)
- vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second.first, nullptr);
- }
- cache.shader_map.clear();
-}
-
-void ShaderCache::DestroyShaderCaches()
-{
- DestroyShaderCache(m_vs_cache);
- DestroyShaderCache(m_ps_cache);
-
- if (g_vulkan_context->SupportsGeometryShaders())
- DestroyShaderCache(m_gs_cache);
-
- DestroyShaderCache(m_uber_vs_cache);
- DestroyShaderCache(m_uber_ps_cache);
-
- SETSTAT(stats.numPixelShadersCreated, 0);
- SETSTAT(stats.numPixelShadersAlive, 0);
- SETSTAT(stats.numVertexShadersCreated, 0);
- SETSTAT(stats.numVertexShadersAlive, 0);
-}
-
-VkShaderModule ShaderCache::GetVertexShaderForUid(const VertexShaderUid& uid)
-{
- auto it = m_vs_cache.shader_map.find(uid);
- if (it != m_vs_cache.shader_map.end())
- {
- // If it's pending, compile it synchronously.
- if (!it->second.second)
- return it->second.first;
- else
- m_vs_cache.shader_map.erase(it);
- }
-
- // Not in the cache, so compile the shader.
- ShaderCompiler::SPIRVCodeVector spv;
- VkShaderModule module = VK_NULL_HANDLE;
- ShaderCode source_code =
- GenerateVertexShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- if (ShaderCompiler::CompileVertexShader(&spv, source_code.GetBuffer().c_str(),
- source_code.GetBuffer().length()))
- {
- module = Util::CreateShaderModule(spv.data(), spv.size());
-
- // Append to shader cache if it created successfully.
- if (module != VK_NULL_HANDLE)
- {
- m_vs_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
- INCSTAT(stats.numVertexShadersCreated);
- INCSTAT(stats.numVertexShadersAlive);
- }
- }
-
- // We still insert null entries to prevent further compilation attempts.
- m_vs_cache.shader_map.emplace(uid, std::make_pair(module, false));
- return module;
-}
-
-VkShaderModule ShaderCache::GetGeometryShaderForUid(const GeometryShaderUid& uid)
-{
- _assert_(g_vulkan_context->SupportsGeometryShaders());
- auto it = m_gs_cache.shader_map.find(uid);
- if (it != m_gs_cache.shader_map.end())
- {
- // If it's pending, compile it synchronously.
- if (!it->second.second)
- return it->second.first;
- else
- m_gs_cache.shader_map.erase(it);
- }
-
- // Not in the cache, so compile the shader.
- ShaderCompiler::SPIRVCodeVector spv;
- VkShaderModule module = VK_NULL_HANDLE;
- ShaderCode source_code =
- GenerateGeometryShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- if (ShaderCompiler::CompileGeometryShader(&spv, source_code.GetBuffer().c_str(),
- source_code.GetBuffer().length()))
- {
- module = Util::CreateShaderModule(spv.data(), spv.size());
-
- // Append to shader cache if it created successfully.
- if (module != VK_NULL_HANDLE)
- m_gs_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
- }
-
- // We still insert null entries to prevent further compilation attempts.
- m_gs_cache.shader_map.emplace(uid, std::make_pair(module, false));
- return module;
-}
-
-VkShaderModule ShaderCache::GetPixelShaderForUid(const PixelShaderUid& uid)
-{
- auto it = m_ps_cache.shader_map.find(uid);
- if (it != m_ps_cache.shader_map.end())
- {
- // If it's pending, compile it synchronously.
- if (!it->second.second)
- return it->second.first;
- else
- m_ps_cache.shader_map.erase(it);
- }
-
- // Not in the cache, so compile the shader.
- ShaderCompiler::SPIRVCodeVector spv;
- VkShaderModule module = VK_NULL_HANDLE;
- ShaderCode source_code =
- GeneratePixelShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
- source_code.GetBuffer().length()))
- {
- module = Util::CreateShaderModule(spv.data(), spv.size());
-
- // Append to shader cache if it created successfully.
- if (module != VK_NULL_HANDLE)
- {
- m_ps_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
- INCSTAT(stats.numPixelShadersCreated);
- INCSTAT(stats.numPixelShadersAlive);
- }
- }
-
- // We still insert null entries to prevent further compilation attempts.
- m_ps_cache.shader_map.emplace(uid, std::make_pair(module, false));
- return module;
-}
-
-VkShaderModule ShaderCache::GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid)
-{
- auto it = m_uber_vs_cache.shader_map.find(uid);
- if (it != m_uber_vs_cache.shader_map.end())
- {
- // If it's pending, compile it synchronously.
- if (!it->second.second)
- return it->second.first;
- else
- m_uber_vs_cache.shader_map.erase(it);
- }
-
- // Not in the cache, so compile the shader.
- ShaderCompiler::SPIRVCodeVector spv;
- VkShaderModule module = VK_NULL_HANDLE;
- ShaderCode source_code = UberShader::GenVertexShader(
- APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- if (ShaderCompiler::CompileVertexShader(&spv, source_code.GetBuffer().c_str(),
- source_code.GetBuffer().length()))
- {
- module = Util::CreateShaderModule(spv.data(), spv.size());
-
- // Append to shader cache if it created successfully.
- if (module != VK_NULL_HANDLE)
- {
- m_uber_vs_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
- INCSTAT(stats.numVertexShadersCreated);
- INCSTAT(stats.numVertexShadersAlive);
- }
- }
-
- // We still insert null entries to prevent further compilation attempts.
- m_uber_vs_cache.shader_map.emplace(uid, std::make_pair(module, false));
- return module;
-}
-
-VkShaderModule ShaderCache::GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid)
-{
- auto it = m_uber_ps_cache.shader_map.find(uid);
- if (it != m_uber_ps_cache.shader_map.end())
- {
- // If it's pending, compile it synchronously.
- if (!it->second.second)
- return it->second.first;
- else
- m_uber_ps_cache.shader_map.erase(it);
- }
-
- // Not in the cache, so compile the shader.
- ShaderCompiler::SPIRVCodeVector spv;
- VkShaderModule module = VK_NULL_HANDLE;
- ShaderCode source_code =
- UberShader::GenPixelShader(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
- if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
- source_code.GetBuffer().length()))
- {
- module = Util::CreateShaderModule(spv.data(), spv.size());
-
- // Append to shader cache if it created successfully.
- if (module != VK_NULL_HANDLE)
- {
- m_uber_ps_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
- INCSTAT(stats.numPixelShadersCreated);
- INCSTAT(stats.numPixelShadersAlive);
- }
- }
-
- // We still insert null entries to prevent further compilation attempts.
- m_uber_ps_cache.shader_map.emplace(uid, std::make_pair(module, false));
- return module;
-}
-
void ShaderCache::RecompileSharedShaders()
{
DestroySharedShaders();
@@ -940,27 +636,15 @@ void ShaderCache::RecompileSharedShaders()
PanicAlert("Failed to recompile shared shaders.");
}
-void ShaderCache::ReloadShaderAndPipelineCaches()
+void ShaderCache::ReloadPipelineCache()
{
- m_async_shader_compiler->WaitUntilCompletion();
- m_async_shader_compiler->RetrieveWorkItems();
-
SavePipelineCache();
- DestroyShaderCaches();
DestroyPipelineCache();
if (g_ActiveConfig.bShaderCache)
- {
- LoadShaderCaches();
LoadPipelineCache();
- }
else
- {
CreatePipelineCache();
- }
-
- if (g_ActiveConfig.CanPrecompileUberShaders())
- PrecompileUberShaders();
}
std::string ShaderCache::GetUtilityShaderHeader() const
@@ -1160,203 +844,4 @@ void ShaderCache::DestroySharedShaders()
DestroyShader(m_screen_quad_geometry_shader);
DestroyShader(m_passthrough_geometry_shader);
}
-
-void ShaderCache::CreateDummyPipeline(const UberShader::VertexShaderUid& vuid,
- const GeometryShaderUid& guid,
- const UberShader::PixelShaderUid& puid)
-{
- PortableVertexDeclaration vertex_decl;
- std::memset(&vertex_decl, 0, sizeof(vertex_decl));
-
- PipelineInfo pinfo;
- pinfo.vertex_format =
- static_cast<const VertexFormat*>(VertexLoaderManager::GetUberVertexFormat(vertex_decl));
- pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(
- g_ActiveConfig.bBBoxEnable && g_ActiveConfig.BBoxUseFragmentShaderImplementation() ?
- PIPELINE_LAYOUT_BBOX :
- PIPELINE_LAYOUT_STANDARD);
- pinfo.vs = GetVertexUberShaderForUid(vuid);
- pinfo.gs = (!guid.GetUidData()->IsPassthrough() && g_vulkan_context->SupportsGeometryShaders()) ?
- GetGeometryShaderForUid(guid) :
- VK_NULL_HANDLE;
- pinfo.ps = GetPixelUberShaderForUid(puid);
- pinfo.render_pass = FramebufferManager::GetInstance()->GetEFBLoadRenderPass();
- pinfo.rasterization_state.hex = RenderState::GetNoCullRasterizationState().hex;
- pinfo.depth_state.hex = RenderState::GetNoDepthTestingDepthStencilState().hex;
- pinfo.blend_state.hex = RenderState::GetNoBlendingBlendState().hex;
- pinfo.multisampling_state.hex = FramebufferManager::GetInstance()->GetEFBMultisamplingState().hex;
- pinfo.rasterization_state.primitive =
- static_cast<PrimitiveType>(guid.GetUidData()->primitive_type);
- GetPipelineWithCacheResultAsync(pinfo);
-}
-
-void ShaderCache::PrecompileUberShaders()
-{
- UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
- UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
- // UIDs must have compatible texgens, a mismatching combination will never be queried.
- if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
- return;
-
- EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
- if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens)
- return;
-
- CreateDummyPipeline(vuid, guid, puid);
- });
- });
- });
-
- WaitForBackgroundCompilesToComplete();
-
- // Switch to the runtime/background thread config.
- m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
-}
-
-void ShaderCache::WaitForBackgroundCompilesToComplete()
-{
- m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
- Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
- static_cast<int>(completed), static_cast<int>(total));
- });
- m_async_shader_compiler->RetrieveWorkItems();
- Host_UpdateProgressDialog("", -1, -1);
-}
-
-void ShaderCache::RetrieveAsyncShaders()
-{
- m_async_shader_compiler->RetrieveWorkItems();
-}
-
-std::pair<VkShaderModule, bool> ShaderCache::GetVertexShaderForUidAsync(const VertexShaderUid& uid)
-{
- auto it = m_vs_cache.shader_map.find(uid);
- if (it != m_vs_cache.shader_map.end())
- return it->second;
-
- // Kick a compile job off.
- m_async_shader_compiler->QueueWorkItem(
- m_async_shader_compiler->CreateWorkItem<VertexShaderCompilerWorkItem>(uid));
- m_vs_cache.shader_map.emplace(uid,
- std::make_pair(static_cast<VkShaderModule>(VK_NULL_HANDLE), true));
- return std::make_pair<VkShaderModule, bool>(VK_NULL_HANDLE, true);
-}
-
-std::pair<VkShaderModule, bool> ShaderCache::GetPixelShaderForUidAsync(const PixelShaderUid& uid)
-{
- auto it = m_ps_cache.shader_map.find(uid);
- if (it != m_ps_cache.shader_map.end())
- return it->second;
-
- // Kick a compile job off.
- m_async_shader_compiler->QueueWorkItem(
- m_async_shader_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
- m_ps_cache.shader_map.emplace(uid,
- std::make_pair(static_cast<VkShaderModule>(VK_NULL_HANDLE), true));
- return std::make_pair<VkShaderModule, bool>(VK_NULL_HANDLE, true);
-}
-
-bool ShaderCache::VertexShaderCompilerWorkItem::Compile()
-{
- ShaderCode code =
- GenerateVertexShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
- if (!ShaderCompiler::CompileVertexShader(&m_spirv, code.GetBuffer().c_str(),
- code.GetBuffer().length()))
- return true;
-
- m_module = Util::CreateShaderModule(m_spirv.data(), m_spirv.size());
- return true;
-}
-
-void ShaderCache::VertexShaderCompilerWorkItem::Retrieve()
-{
- auto it = g_shader_cache->m_vs_cache.shader_map.find(m_uid);
- if (it == g_shader_cache->m_vs_cache.shader_map.end())
- {
- g_shader_cache->m_vs_cache.shader_map.emplace(m_uid, std::make_pair(m_module, false));
- g_shader_cache->m_vs_cache.disk_cache.Append(m_uid, m_spirv.data(),
- static_cast<u32>(m_spirv.size()));
- return;
- }
-
- // The main thread may have also compiled this shader.
- if (!it->second.second)
- {
- if (m_module != VK_NULL_HANDLE)
- vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
- return;
- }
-
- // No longer pending.
- it->second.first = m_module;
- it->second.second = false;
- g_shader_cache->m_vs_cache.disk_cache.Append(m_uid, m_spirv.data(),
- static_cast<u32>(m_spirv.size()));
-}
-
-bool ShaderCache::PixelShaderCompilerWorkItem::Compile()
-{
- ShaderCode code =
- GeneratePixelShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
- if (!ShaderCompiler::CompileFragmentShader(&m_spirv, code.GetBuffer().c_str(),
- code.GetBuffer().length()))
- return true;
-
- m_module = Util::CreateShaderModule(m_spirv.data(), m_spirv.size());
- return true;
-}
-
-void ShaderCache::PixelShaderCompilerWorkItem::Retrieve()
-{
- auto it = g_shader_cache->m_ps_cache.shader_map.find(m_uid);
- if (it == g_shader_cache->m_ps_cache.shader_map.end())
- {
- g_shader_cache->m_ps_cache.shader_map.emplace(m_uid, std::make_pair(m_module, false));
- g_shader_cache->m_ps_cache.disk_cache.Append(m_uid, m_spirv.data(),
- static_cast<u32>(m_spirv.size()));
- return;
- }
-
- // The main thread may have also compiled this shader.
- if (!it->second.second)
- {
- if (m_module != VK_NULL_HANDLE)
- vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
- return;
- }
-
- // No longer pending.
- it->second.first = m_module;
- it->second.second = false;
- g_shader_cache->m_ps_cache.disk_cache.Append(m_uid, m_spirv.data(),
- static_cast<u32>(m_spirv.size()));
-}
-
-bool ShaderCache::PipelineCompilerWorkItem::Compile()
-{
- m_pipeline = g_shader_cache->CreatePipeline(m_info);
- return true;
-}
-
-void ShaderCache::PipelineCompilerWorkItem::Retrieve()
-{
- auto it = g_shader_cache->m_pipeline_objects.find(m_info);
- if (it == g_shader_cache->m_pipeline_objects.end())
- {
- g_shader_cache->m_pipeline_objects.emplace(m_info, std::make_pair(m_pipeline, false));
- return;
- }
-
- // The main thread may have also compiled this shader.
- if (!it->second.second)
- {
- if (m_pipeline != VK_NULL_HANDLE)
- vkDestroyPipeline(g_vulkan_context->GetDevice(), m_pipeline, nullptr);
- return;
- }
-
- // No longer pending.
- it->second.first = m_pipeline;
- it->second.second = false;
-}
}
diff --git a/Source/Core/VideoBackends/Vulkan/ShaderCache.h b/Source/Core/VideoBackends/Vulkan/ShaderCache.h
index 0ad080a3fc..1082d0039e 100644
--- a/Source/Core/VideoBackends/Vulkan/ShaderCache.h
+++ b/Source/Core/VideoBackends/Vulkan/ShaderCache.h
@@ -19,13 +19,7 @@
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/ShaderCompiler.h"
-#include "VideoCommon/AsyncShaderCompiler.h"
-#include "VideoCommon/GeometryShaderGen.h"
-#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderState.h"
-#include "VideoCommon/UberShaderPixel.h"
-#include "VideoCommon/UberShaderVertex.h"
-#include "VideoCommon/VertexShaderGen.h"
namespace Vulkan
{
@@ -33,10 +27,6 @@ class CommandBufferManager;
class VertexFormat;
class StreamBuffer;
-class CommandBufferManager;
-class VertexFormat;
-class StreamBuffer;
-
struct PipelineInfo
{
// These are packed in descending order of size, to avoid any padding so that the structure
@@ -88,19 +78,6 @@ public:
// Get utility shader header based on current config.
std::string GetUtilityShaderHeader() const;
- // Accesses ShaderGen shader caches
- VkShaderModule GetVertexShaderForUid(const VertexShaderUid& uid);
- VkShaderModule GetGeometryShaderForUid(const GeometryShaderUid& uid);
- VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid);
-
- // Ubershader caches
- VkShaderModule GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid);
- VkShaderModule GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid);
-
- // Accesses ShaderGen shader caches asynchronously
- std::pair<VkShaderModule, bool> GetVertexShaderForUidAsync(const VertexShaderUid& uid);
- std::pair<VkShaderModule, bool> GetPixelShaderForUidAsync(const PixelShaderUid& uid);
-
// Perform at startup, create descriptor layouts, compiles all static shaders.
bool Initialize();
void Shutdown();
@@ -112,13 +89,6 @@ public:
// Find a pipeline by the specified description, if not found, attempts to create it.
VkPipeline GetPipeline(const PipelineInfo& info);
- // Find a pipeline by the specified description, if not found, attempts to create it. If this
- // resulted in a pipeline being created, the second field of the return value will be false,
- // otherwise for a cache hit it will be true.
- std::pair<VkPipeline, bool> GetPipelineWithCacheResult(const PipelineInfo& info);
- std::pair<std::pair<VkPipeline, bool>, bool>
- GetPipelineWithCacheResultAsync(const PipelineInfo& info);
-
// Creates a compute pipeline, and does not track the handle.
VkPipeline CreateComputePipeline(const ComputePipelineInfo& info);
@@ -139,47 +109,22 @@ public:
void RecompileSharedShaders();
// Reload pipeline cache. This will destroy all pipelines.
- void ReloadShaderAndPipelineCaches();
+ void ReloadPipelineCache();
// Shared shader accessors
VkShaderModule GetScreenQuadVertexShader() const { return m_screen_quad_vertex_shader; }
VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
- void PrecompileUberShaders();
- void WaitForBackgroundCompilesToComplete();
- void RetrieveAsyncShaders();
-
private:
bool CreatePipelineCache();
bool LoadPipelineCache();
bool ValidatePipelineCache(const u8* data, size_t data_length);
void DestroyPipelineCache();
- void LoadShaderCaches();
- void DestroyShaderCaches();
bool CompileSharedShaders();
void DestroySharedShaders();
- // We generate a dummy pipeline with some defaults in the blend/depth states,
- // that way the driver is forced to compile something (looking at you, NVIDIA).
- // It can then hopefully re-use part of this pipeline for others in the future.
- void CreateDummyPipeline(const UberShader::VertexShaderUid& vuid, const GeometryShaderUid& guid,
- const UberShader::PixelShaderUid& puid);
-
- template <typename Uid>
- struct ShaderModuleCache
- {
- std::map<Uid, std::pair<VkShaderModule, bool>> shader_map;
- LinearDiskCache<Uid, u32> 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;
-
- std::unordered_map<PipelineInfo, std::pair<VkPipeline, bool>, PipelineInfoHash>
- m_pipeline_objects;
+ std::unordered_map<PipelineInfo, VkPipeline, PipelineInfoHash> m_pipeline_objects;
std::unordered_map<ComputePipelineInfo, VkPipeline, ComputePipelineInfoHash>
m_compute_pipeline_objects;
VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
@@ -190,45 +135,6 @@ private:
VkShaderModule m_passthrough_vertex_shader = VK_NULL_HANDLE;
VkShaderModule m_screen_quad_geometry_shader = VK_NULL_HANDLE;
VkShaderModule m_passthrough_geometry_shader = VK_NULL_HANDLE;
-
- std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
-
- // TODO: Use templates to reduce the number of these classes.
- class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit VertexShaderCompilerWorkItem(const VertexShaderUid& uid) : m_uid(uid) {}
- bool Compile() override;
- void Retrieve() override;
-
- private:
- VertexShaderUid m_uid;
- ShaderCompiler::SPIRVCodeVector m_spirv;
- VkShaderModule m_module = VK_NULL_HANDLE;
- };
- class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit PixelShaderCompilerWorkItem(const PixelShaderUid& uid) : m_uid(uid) {}
- bool Compile() override;
- void Retrieve() override;
-
- private:
- PixelShaderUid m_uid;
- ShaderCompiler::SPIRVCodeVector m_spirv;
- VkShaderModule m_module = VK_NULL_HANDLE;
- };
- class PipelineCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
- {
- public:
- explicit PipelineCompilerWorkItem(const PipelineInfo& info) : m_info(info) {}
- bool Compile() override;
- void Retrieve() override;
-
- private:
- PipelineInfo m_info;
- VkPipeline m_pipeline;
- };
};
extern std::unique_ptr<ShaderCache> g_shader_cache;
diff --git a/Source/Core/VideoBackends/Vulkan/StateTracker.cpp b/Source/Core/VideoBackends/Vulkan/StateTracker.cpp
index e5be3e2c1e..a3961daf48 100644
--- a/Source/Core/VideoBackends/Vulkan/StateTracker.cpp
+++ b/Source/Core/VideoBackends/Vulkan/StateTracker.cpp
@@ -15,6 +15,7 @@
#include "VideoBackends/Vulkan/ShaderCache.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Util.h"
+#include "VideoBackends/Vulkan/VKPipeline.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
@@ -53,12 +54,6 @@ void StateTracker::DestroyInstance()
bool StateTracker::Initialize()
{
- // BBox is disabled by default.
- m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
- m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
- m_bbox_enabled = false;
- ClearShaders();
-
// Initialize all samplers to point by default
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
{
@@ -97,122 +92,6 @@ bool StateTracker::Initialize()
return true;
}
-void StateTracker::InvalidateShaderPointers()
-{
- // Clear UIDs, forcing a false match next time.
- m_vs_uid = {};
- m_gs_uid = {};
- m_ps_uid = {};
-
- // Invalidate shader pointers.
- m_pipeline_state.vs = VK_NULL_HANDLE;
- m_pipeline_state.gs = VK_NULL_HANDLE;
- m_pipeline_state.ps = VK_NULL_HANDLE;
-}
-
-void StateTracker::ReloadPipelineUIDCache()
-{
- class PipelineInserter final : public LinearDiskCacheReader<SerializedPipelineUID, u32>
- {
- public:
- explicit PipelineInserter(StateTracker* this_ptr_) : this_ptr(this_ptr_) {}
- void Read(const SerializedPipelineUID& key, const u32* value, u32 value_size)
- {
- this_ptr->PrecachePipelineUID(key);
- }
-
- private:
- StateTracker* this_ptr;
- };
-
- m_uid_cache.Sync();
- m_uid_cache.Close();
-
- // UID caches don't contain any host state, so use a single uid cache per gameid.
- std::string filename = GetDiskShaderCacheFileName(APIType::Vulkan, "PipelineUID", true, false);
- if (g_ActiveConfig.bShaderCache)
- {
- PipelineInserter inserter(this);
- m_uid_cache.OpenAndRead(filename, inserter);
- }
-
- // If we were using background compilation, ensure everything is ready before continuing.
- if (g_ActiveConfig.bBackgroundShaderCompiling)
- g_shader_cache->WaitForBackgroundCompilesToComplete();
-}
-
-void StateTracker::AppendToPipelineUIDCache(const PipelineInfo& info)
-{
- SerializedPipelineUID sinfo;
- sinfo.blend_state_bits = info.blend_state.hex;
- sinfo.rasterizer_state_bits = info.rasterization_state.hex;
- sinfo.depth_state_bits = info.depth_state.hex;
- sinfo.vertex_decl = m_pipeline_state.vertex_format->GetVertexDeclaration();
- sinfo.vs_uid = m_vs_uid;
- sinfo.gs_uid = m_gs_uid;
- sinfo.ps_uid = m_ps_uid;
-
- u32 dummy_value = 0;
- m_uid_cache.Append(sinfo, &dummy_value, 1);
-}
-
-bool StateTracker::PrecachePipelineUID(const SerializedPipelineUID& uid)
-{
- PipelineInfo pinfo = {};
-
- // Need to create the vertex declaration first, rather than deferring to when a game creates a
- // vertex loader that uses this format, since we need it to create a pipeline.
- pinfo.vertex_format =
- static_cast<VertexFormat*>(VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl));
- pinfo.pipeline_layout = uid.ps_uid.GetUidData()->bounding_box ?
- g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
- g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
- pinfo.vs = g_shader_cache->GetVertexShaderForUid(uid.vs_uid);
- if (pinfo.vs == VK_NULL_HANDLE)
- {
- WARN_LOG(VIDEO, "Failed to get vertex shader from cached UID.");
- return false;
- }
- if (g_vulkan_context->SupportsGeometryShaders() && !uid.gs_uid.GetUidData()->IsPassthrough())
- {
- pinfo.gs = g_shader_cache->GetGeometryShaderForUid(uid.gs_uid);
- if (pinfo.gs == VK_NULL_HANDLE)
- {
- WARN_LOG(VIDEO, "Failed to get geometry shader from cached UID.");
- return false;
- }
- }
- pinfo.ps = g_shader_cache->GetPixelShaderForUid(uid.ps_uid);
- if (pinfo.ps == VK_NULL_HANDLE)
- {
- WARN_LOG(VIDEO, "Failed to get pixel shader from cached UID.");
- return false;
- }
- pinfo.render_pass = m_load_render_pass;
- pinfo.rasterization_state.hex = uid.rasterizer_state_bits;
- pinfo.depth_state.hex = uid.depth_state_bits;
- pinfo.blend_state.hex = uid.blend_state_bits;
- pinfo.multisampling_state.hex = m_pipeline_state.multisampling_state.hex;
-
- if (g_ActiveConfig.bBackgroundShaderCompiling)
- {
- // Use async for multithreaded compilation.
- g_shader_cache->GetPipelineWithCacheResultAsync(pinfo);
- }
- else
- {
- VkPipeline pipeline = g_shader_cache->GetPipeline(pinfo);
- if (pipeline == VK_NULL_HANDLE)
- {
- WARN_LOG(VIDEO, "Failed to get pipeline from cached UID.");
- return false;
- }
- }
-
- // We don't need to do anything with this pipeline, just make sure it exists.
- return true;
-}
-
void StateTracker::SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset)
{
if (m_vertex_buffer == buffer && m_vertex_buffer_offset == offset)
@@ -238,14 +117,6 @@ void StateTracker::SetRenderPass(VkRenderPass load_render_pass, VkRenderPass cle
{
// Should not be changed within a render pass.
_assert_(!InRenderPass());
-
- // The clear and load render passes are compatible, so we don't need to change our pipeline.
- if (m_pipeline_state.render_pass != load_render_pass)
- {
- m_pipeline_state.render_pass = load_render_pass;
- m_dirty_flags |= DIRTY_FLAG_PIPELINE;
- }
-
m_load_render_pass = load_render_pass;
m_clear_render_pass = clear_render_pass;
}
@@ -258,169 +129,18 @@ void StateTracker::SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& ren
m_framebuffer_size = render_area;
}
-void StateTracker::SetVertexFormat(const VertexFormat* vertex_format)
-{
- if (m_vertex_format == vertex_format)
- return;
-
- m_vertex_format = vertex_format;
- UpdatePipelineVertexFormat();
-}
-
-void StateTracker::SetRasterizationState(const RasterizationState& state)
-{
- if (m_pipeline_state.rasterization_state.hex == state.hex)
- return;
-
- m_pipeline_state.rasterization_state.hex = state.hex;
- m_dirty_flags |= DIRTY_FLAG_PIPELINE;
-}
-
-void StateTracker::SetMultisamplingstate(const MultisamplingState& state)
+void StateTracker::SetPipeline(const VKPipeline* pipeline)
{
- if (m_pipeline_state.multisampling_state.hex == state.hex)
+ if (m_pipeline == pipeline)
return;
- m_pipeline_state.multisampling_state.hex = state.hex;
- m_dirty_flags |= DIRTY_FLAG_PIPELINE;
-}
-
-void StateTracker::SetDepthState(const DepthState& state)
-{
- if (m_pipeline_state.depth_state.hex == state.hex)
- return;
-
- m_pipeline_state.depth_state.hex = state.hex;
- m_dirty_flags |= DIRTY_FLAG_PIPELINE;
-}
-
-void StateTracker::SetBlendState(const BlendingState& state)
-{
- if (m_pipeline_state.blend_state.hex == state.hex)
- return;
-
- m_pipeline_state.blend_state.hex = state.hex;
- m_dirty_flags |= DIRTY_FLAG_PIPELINE;
-}
-
-bool StateTracker::CheckForShaderChanges()
-{
- VertexShaderUid vs_uid = GetVertexShaderUid();
- PixelShaderUid ps_uid = GetPixelShaderUid();
- ClearUnusedPixelShaderUidBits(APIType::Vulkan, &ps_uid);
-
- bool changed = false;
- bool use_ubershaders = g_ActiveConfig.bDisableSpecializedShaders;
- if (g_ActiveConfig.CanBackgroundCompileShaders() && !g_ActiveConfig.bDisableSpecializedShaders)
- {
- // Look up both VS and PS, and check if we can compile it asynchronously.
- auto vs = g_shader_cache->GetVertexShaderForUidAsync(vs_uid);
- auto ps = g_shader_cache->GetPixelShaderForUidAsync(ps_uid);
- if (vs.second || ps.second)
- {
- // One of the shaders is still pending. Use the ubershader for both.
- use_ubershaders = true;
- }
- else
- {
- // Use the standard shaders for both.
- if (m_pipeline_state.vs != vs.first)
- {
- m_pipeline_state.vs = vs.first;
- m_vs_uid = vs_uid;
- changed = true;
- }
- if (m_pipeline_state.ps != ps.first)
- {
- m_pipeline_state.ps = ps.first;
- m_ps_uid = ps_uid;
- changed = true;
- }
- }
- }
- else
- {
- // Normal shader path. No ubershaders.
- if (vs_uid != m_vs_uid)
- {
- m_vs_uid = vs_uid;
- m_pipeline_state.vs = g_shader_cache->GetVertexShaderForUid(vs_uid);
- changed = true;
- }
- if (ps_uid != m_ps_uid)
- {
- m_ps_uid = ps_uid;
- m_pipeline_state.ps = g_shader_cache->GetPixelShaderForUid(ps_uid);
- changed = true;
- }
- }
-
- // Switching to/from ubershaders? Have to adjust the vertex format and pipeline layout.
- if (use_ubershaders != m_using_ubershaders)
- {
- m_using_ubershaders = use_ubershaders;
- UpdatePipelineLayout();
- UpdatePipelineVertexFormat();
- }
-
- if (use_ubershaders)
- {
- UberShader::VertexShaderUid uber_vs_uid = UberShader::GetVertexShaderUid();
- VkShaderModule vs = g_shader_cache->GetVertexUberShaderForUid(uber_vs_uid);
- if (vs != m_pipeline_state.vs)
- {
- m_uber_vs_uid = uber_vs_uid;
- m_pipeline_state.vs = vs;
- changed = true;
- }
-
- UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
- UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_ps_uid);
- VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
- if (ps != m_pipeline_state.ps)
- {
- m_uber_ps_uid = uber_ps_uid;
- m_pipeline_state.ps = ps;
- changed = true;
- }
- }
-
- if (g_vulkan_context->SupportsGeometryShaders())
- {
- GeometryShaderUid gs_uid = GetGeometryShaderUid(m_pipeline_state.rasterization_state.primitive);
- if (gs_uid != m_gs_uid)
- {
- m_gs_uid = gs_uid;
- if (gs_uid.GetUidData()->IsPassthrough())
- m_pipeline_state.gs = VK_NULL_HANDLE;
- else
- m_pipeline_state.gs = g_shader_cache->GetGeometryShaderForUid(gs_uid);
-
- changed = true;
- }
- }
-
- if (changed)
- m_dirty_flags |= DIRTY_FLAG_PIPELINE;
-
- return changed;
-}
-
-void StateTracker::ClearShaders()
-{
- // Set the UIDs to something that will never match, so on the first access they are checked.
- std::memset(&m_vs_uid, 0xFF, sizeof(m_vs_uid));
- std::memset(&m_gs_uid, 0xFF, sizeof(m_gs_uid));
- std::memset(&m_ps_uid, 0xFF, sizeof(m_ps_uid));
- std::memset(&m_uber_vs_uid, 0xFF, sizeof(m_uber_vs_uid));
- std::memset(&m_uber_ps_uid, 0xFF, sizeof(m_uber_ps_uid));
-
- m_pipeline_state.vs = VK_NULL_HANDLE;
- m_pipeline_state.gs = VK_NULL_HANDLE;
- m_pipeline_state.ps = VK_NULL_HANDLE;
- m_pipeline_state.vertex_format = nullptr;
+ const bool new_usage =
+ pipeline && (!m_pipeline || m_pipeline->GetUsage() != pipeline->GetUsage());
+ m_pipeline = pipeline;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
+ if (new_usage)
+ m_dirty_flags |= DIRTY_FLAG_ALL_DESCRIPTOR_SETS;
}
void StateTracker::UpdateVertexShaderConstants()
@@ -450,20 +170,6 @@ void StateTracker::UpdateVertexShaderConstants()
void StateTracker::UpdateGeometryShaderConstants()
{
- // Skip updating geometry shader constants if it's not in use.
- if (m_pipeline_state.gs == VK_NULL_HANDLE)
- {
- // However, if the buffer has changed, we can't skip the update, because then we'll
- // try to include the now non-existant buffer in the descriptor set.
- if (m_uniform_stream_buffer->GetBuffer() ==
- m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_GS].buffer)
- {
- return;
- }
-
- GeometryShaderManager::dirty = true;
- }
-
if (!GeometryShaderManager::dirty || !ReserveConstantStorage())
return;
@@ -614,15 +320,6 @@ void StateTracker::SetSampler(size_t index, VkSampler sampler)
m_dirty_flags |= DIRTY_FLAG_PS_SAMPLERS;
}
-void StateTracker::SetBBoxEnable(bool enable)
-{
- if (m_bbox_enabled == enable)
- return;
-
- m_bbox_enabled = enable;
- UpdatePipelineLayout();
-}
-
void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range)
{
if (m_bindings.ps_ssbo.buffer == buffer && m_bindings.ps_ssbo.offset == offset &&
@@ -634,10 +331,7 @@ void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceS
m_bindings.ps_ssbo.buffer = buffer;
m_bindings.ps_ssbo.offset = offset;
m_bindings.ps_ssbo.range = range;
-
- // Defer descriptor update until bbox is actually enabled.
- if (IsSSBODescriptorRequired())
- m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
+ m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
}
void StateTracker::UnbindTexture(VkImageView view)
@@ -653,10 +347,6 @@ void StateTracker::InvalidateDescriptorSets()
{
m_descriptor_sets.fill(VK_NULL_HANDLE);
m_dirty_flags |= DIRTY_FLAG_ALL_DESCRIPTOR_SETS;
-
- // Defer SSBO descriptor update until bbox is actually enabled.
- if (!IsSSBODescriptorRequired())
- m_dirty_flags &= ~DIRTY_FLAG_PS_SSBO;
}
void StateTracker::InvalidateConstants()
@@ -669,9 +359,8 @@ void StateTracker::InvalidateConstants()
void StateTracker::SetPendingRebind()
{
m_dirty_flags |= DIRTY_FLAG_DYNAMIC_OFFSETS | DIRTY_FLAG_DESCRIPTOR_SET_BINDING |
- DIRTY_FLAG_PIPELINE_BINDING | DIRTY_FLAG_VERTEX_BUFFER |
- DIRTY_FLAG_INDEX_BUFFER | DIRTY_FLAG_VIEWPORT | DIRTY_FLAG_SCISSOR |
- DIRTY_FLAG_PIPELINE;
+ DIRTY_FLAG_VERTEX_BUFFER | DIRTY_FLAG_INDEX_BUFFER | DIRTY_FLAG_VIEWPORT |
+ DIRTY_FLAG_SCISSOR | DIRTY_FLAG_PIPELINE;
}
void StateTracker::BeginRenderPass()
@@ -743,17 +432,14 @@ void StateTracker::SetScissor(const VkRect2D& scissor)
bool StateTracker::Bind(bool rebind_all /*= false*/)
{
+ // Must have a pipeline.
+ if (!m_pipeline)
+ return false;
+
// Check the render area if we were in a clear pass.
if (m_current_render_pass == m_clear_render_pass && !IsViewportWithinRenderArea())
EndRenderPass();
- // Get new pipeline object if any parts have changed
- if (m_dirty_flags & DIRTY_FLAG_PIPELINE && !UpdatePipeline())
- {
- ERROR_LOG(VIDEO, "Failed to get pipeline object, skipping draw");
- return false;
- }
-
// Get a new descriptor set if any parts have changed
if (m_dirty_flags & DIRTY_FLAG_ALL_DESCRIPTOR_SETS && !UpdateDescriptorSet())
{
@@ -780,20 +466,20 @@ bool StateTracker::Bind(bool rebind_all /*= false*/)
if (m_dirty_flags & DIRTY_FLAG_INDEX_BUFFER || rebind_all)
vkCmdBindIndexBuffer(command_buffer, m_index_buffer, m_index_buffer_offset, m_index_type);
- if (m_dirty_flags & DIRTY_FLAG_PIPELINE_BINDING || rebind_all)
- vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_object);
+ if (m_dirty_flags & DIRTY_FLAG_PIPELINE || rebind_all)
+ vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline->GetVkPipeline());
if (m_dirty_flags & DIRTY_FLAG_DESCRIPTOR_SET_BINDING || rebind_all)
{
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
- m_pipeline_state.pipeline_layout, 0, m_num_active_descriptor_sets,
+ m_pipeline->GetVkPipelineLayout(), 0, m_num_active_descriptor_sets,
m_descriptor_sets.data(), NUM_UBO_DESCRIPTOR_SET_BINDINGS,
m_bindings.uniform_buffer_offsets.data());
}
else if (m_dirty_flags & DIRTY_FLAG_DYNAMIC_OFFSETS)
{
vkCmdBindDescriptorSets(
- command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_state.pipeline_layout,
+ command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline->GetVkPipelineLayout(),
DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS, 1,
&m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS],
NUM_UBO_DESCRIPTOR_SET_BINDINGS, m_bindings.uniform_buffer_offsets.data());
@@ -933,105 +619,6 @@ void StateTracker::EndClearRenderPass()
EndRenderPass();
}
-VkPipeline StateTracker::GetPipelineAndCacheUID()
-{
- // We can't cache ubershader uids, only normal shader uids.
- if (g_ActiveConfig.CanBackgroundCompileShaders() && !m_using_ubershaders)
- {
- // Append to UID cache if it is a new pipeline.
- auto result = g_shader_cache->GetPipelineWithCacheResultAsync(m_pipeline_state);
- if (!result.second && g_ActiveConfig.bShaderCache)
- AppendToPipelineUIDCache(m_pipeline_state);
-
- // Still waiting for the pipeline to compile?
- if (!result.first.second)
- return result.first.first;
-
- // Use ubershader instead.
- m_using_ubershaders = true;
- UpdatePipelineLayout();
- UpdatePipelineVertexFormat();
-
- PipelineInfo uber_info = m_pipeline_state;
- UberShader::VertexShaderUid uber_vuid = UberShader::GetVertexShaderUid();
- UberShader::PixelShaderUid uber_puid = UberShader::GetPixelShaderUid();
- UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_puid);
- uber_info.vs = g_shader_cache->GetVertexUberShaderForUid(uber_vuid);
- uber_info.ps = g_shader_cache->GetPixelUberShaderForUid(uber_puid);
-
- auto uber_result = g_shader_cache->GetPipelineWithCacheResult(uber_info);
- return uber_result.first;
- }
- else
- {
- // Add to the UID cache if it is a new pipeline.
- auto result = g_shader_cache->GetPipelineWithCacheResult(m_pipeline_state);
- if (!result.second && !m_using_ubershaders && g_ActiveConfig.bShaderCache)
- AppendToPipelineUIDCache(m_pipeline_state);
-
- return result.first;
- }
-}
-
-bool StateTracker::IsSSBODescriptorRequired() const
-{
- return m_bbox_enabled || (m_using_ubershaders && g_ActiveConfig.bBBoxEnable &&
- g_ActiveConfig.BBoxUseFragmentShaderImplementation());
-}
-
-bool StateTracker::UpdatePipeline()
-{
- // We need at least a vertex and fragment shader
- if (m_pipeline_state.vs == VK_NULL_HANDLE || m_pipeline_state.ps == VK_NULL_HANDLE)
- return false;
-
- // Grab a new pipeline object, this can fail.
- m_pipeline_object = GetPipelineAndCacheUID();
-
- m_dirty_flags |= DIRTY_FLAG_PIPELINE_BINDING;
- return m_pipeline_object != VK_NULL_HANDLE;
-}
-
-void StateTracker::UpdatePipelineLayout()
-{
- const bool use_bbox_pipeline_layout = IsSSBODescriptorRequired();
- VkPipelineLayout pipeline_layout =
- use_bbox_pipeline_layout ? g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
- g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
- if (m_pipeline_state.pipeline_layout == pipeline_layout)
- return;
-
- // Change the number of active descriptor sets, as well as the pipeline layout
- m_pipeline_state.pipeline_layout = pipeline_layout;
- if (use_bbox_pipeline_layout)
- {
- m_num_active_descriptor_sets = NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS;
-
- // The bbox buffer never changes, so we defer descriptor updates until it is enabled.
- if (m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE)
- m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
- }
- else
- {
- m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
- }
-
- m_dirty_flags |= DIRTY_FLAG_PIPELINE | DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
-}
-
-void StateTracker::UpdatePipelineVertexFormat()
-{
- const NativeVertexFormat* vertex_format =
- m_using_ubershaders ?
- VertexLoaderManager::GetUberVertexFormat(m_vertex_format->GetVertexDeclaration()) :
- m_vertex_format;
- if (m_pipeline_state.vertex_format == vertex_format)
- return;
-
- m_pipeline_state.vertex_format = static_cast<const VertexFormat*>(vertex_format);
- m_dirty_flags |= DIRTY_FLAG_PIPELINE;
-}
-
bool StateTracker::UpdateDescriptorSet()
{
const size_t MAX_DESCRIPTOR_WRITES = NUM_UBO_DESCRIPTOR_SET_BINDINGS + // UBO
@@ -1051,6 +638,9 @@ bool StateTracker::UpdateDescriptorSet()
for (size_t i = 0; i < NUM_UBO_DESCRIPTOR_SET_BINDINGS; i++)
{
+ if (i == UBO_DESCRIPTOR_SET_BINDING_GS && !g_vulkan_context->SupportsGeometryShaders())
+ continue;
+
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
@@ -1091,7 +681,7 @@ bool StateTracker::UpdateDescriptorSet()
m_dirty_flags |= DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
- if (IsSSBODescriptorRequired() &&
+ if (g_vulkan_context->SupportsBoundingBox() &&
(m_dirty_flags & DIRTY_FLAG_PS_SSBO ||
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE))
{
@@ -1119,6 +709,7 @@ bool StateTracker::UpdateDescriptorSet()
if (num_writes > 0)
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), num_writes, writes.data(), 0, nullptr);
+ m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
return true;
}
diff --git a/Source/Core/VideoBackends/Vulkan/StateTracker.h b/Source/Core/VideoBackends/Vulkan/StateTracker.h
index 92771504a9..547c62f655 100644
--- a/Source/Core/VideoBackends/Vulkan/StateTracker.h
+++ b/Source/Core/VideoBackends/Vulkan/StateTracker.h
@@ -9,19 +9,14 @@
#include <memory>
#include "Common/CommonTypes.h"
-#include "Common/LinearDiskCache.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/ShaderCache.h"
-#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
-#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderBase.h"
-#include "VideoCommon/UberShaderPixel.h"
-#include "VideoCommon/UberShaderVertex.h"
-#include "VideoCommon/VertexShaderGen.h"
namespace Vulkan
{
+class VKPipeline;
class StreamBuffer;
class VertexFormat;
@@ -35,31 +30,18 @@ public:
static bool CreateInstance();
static void DestroyInstance();
- const RasterizationState& GetRasterizationState() const
- {
- return m_pipeline_state.rasterization_state;
- }
- const DepthState& GetDepthStencilState() const { return m_pipeline_state.depth_state; }
- const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
const std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS>& GetPSSamplerBindings() const
{
return m_bindings.ps_samplers;
}
VkFramebuffer GetFramebuffer() const { return m_framebuffer; }
+ const VKPipeline* GetPipeline() const { return m_pipeline; }
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
void SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass);
void SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area);
- void SetVertexFormat(const VertexFormat* vertex_format);
-
- void SetRasterizationState(const RasterizationState& state);
- void SetMultisamplingstate(const MultisamplingState& state);
- void SetDepthState(const DepthState& state);
- void SetBlendState(const BlendingState& state);
-
- bool CheckForShaderChanges();
- void ClearShaders();
+ void SetPipeline(const VKPipeline* pipeline);
void UpdateVertexShaderConstants();
void UpdateGeometryShaderConstants();
@@ -68,7 +50,6 @@ public:
void SetTexture(size_t index, VkImageView view);
void SetSampler(size_t index, VkSampler sampler);
- void SetBBoxEnable(bool enable);
void SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range);
void UnbindTexture(VkImageView view);
@@ -117,30 +98,11 @@ public:
bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
- // Reloads the UID cache, ensuring all pipelines used by the game so far have been created.
- void ReloadPipelineUIDCache();
-
- // Clears shader pointers, ensuring that now-deleted modules are not used.
- void InvalidateShaderPointers();
-
private:
- // Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.
- struct SerializedPipelineUID
- {
- u32 rasterizer_state_bits;
- u32 depth_state_bits;
- u32 blend_state_bits;
- PortableVertexDeclaration vertex_decl;
- VertexShaderUid vs_uid;
- GeometryShaderUid gs_uid;
- PixelShaderUid ps_uid;
- };
-
// Number of descriptor sets for game draws.
enum
{
- NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS + 1,
- NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1
+ NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1
};
enum DITRY_FLAG : u32
@@ -157,7 +119,6 @@ private:
DIRTY_FLAG_SCISSOR = (1 << 9),
DIRTY_FLAG_PIPELINE = (1 << 10),
DIRTY_FLAG_DESCRIPTOR_SET_BINDING = (1 << 11),
- DIRTY_FLAG_PIPELINE_BINDING = (1 << 12),
DIRTY_FLAG_ALL_DESCRIPTOR_SETS = DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO |
DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
@@ -165,28 +126,10 @@ private:
bool Initialize();
- // Appends the specified pipeline info, combined with the UIDs stored in the class.
- // The info is here so that we can store variations of a UID, e.g. blend state.
- void AppendToPipelineUIDCache(const PipelineInfo& info);
-
- // Precaches a pipeline based on the UID information.
- bool PrecachePipelineUID(const SerializedPipelineUID& uid);
-
// Check that the specified viewport is within the render area.
// If not, ends the render pass if it is a clear render pass.
bool IsViewportWithinRenderArea() const;
- // Obtains a Vulkan pipeline object for the specified pipeline configuration.
- // Also adds this pipeline configuration to the UID cache if it is not present already.
- VkPipeline GetPipelineAndCacheUID();
-
- // Are bounding box ubershaders enabled? If so, we need to ensure the SSBO is set up,
- // since the bbox writes are determined by a uniform.
- bool IsSSBODescriptorRequired() const;
-
- bool UpdatePipeline();
- void UpdatePipelineLayout();
- void UpdatePipelineVertexFormat();
bool UpdateDescriptorSet();
// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
@@ -205,18 +148,8 @@ private:
VkDeviceSize m_index_buffer_offset = 0;
VkIndexType m_index_type = VK_INDEX_TYPE_UINT16;
- // shader state
- VertexShaderUid m_vs_uid = {};
- GeometryShaderUid m_gs_uid = {};
- PixelShaderUid m_ps_uid = {};
- UberShader::VertexShaderUid m_uber_vs_uid = {};
- UberShader::PixelShaderUid m_uber_ps_uid = {};
- bool m_using_ubershaders = false;
-
// pipeline state
- PipelineInfo m_pipeline_state = {};
- VkPipeline m_pipeline_object = VK_NULL_HANDLE;
- const VertexFormat* m_vertex_format = nullptr;
+ const VKPipeline* m_pipeline = nullptr;
// shader bindings
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};
@@ -230,8 +163,8 @@ private:
VkDescriptorBufferInfo ps_ssbo = {};
} m_bindings;
- u32 m_num_active_descriptor_sets = 0;
size_t m_uniform_buffer_reserve_size = 0;
+ u32 m_num_active_descriptor_sets = 0;
// rasterization
VkViewport m_viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
@@ -246,18 +179,11 @@ private:
VkRenderPass m_current_render_pass = VK_NULL_HANDLE;
VkRect2D m_framebuffer_size = {};
VkRect2D m_framebuffer_render_area = {};
- bool m_bbox_enabled = false;
// CPU access tracking
u32 m_draw_counter = 0;
std::vector<u32> m_cpu_accesses_this_frame;
std::vector<u32> m_scheduled_command_buffer_kicks;
bool m_allow_background_execution = true;
-
- // Draw state cache on disk
- // We don't actually use the value field here, instead we generate the shaders from the uid
- // on-demand. If all goes well, it should hit the shader and Vulkan pipeline cache, therefore
- // loading should be reasonably efficient.
- LinearDiskCache<SerializedPipelineUID, u32> m_uid_cache;
};
}
diff --git a/Source/Core/VideoBackends/Vulkan/Util.cpp b/Source/Core/VideoBackends/Vulkan/Util.cpp
index 4977a270a3..facae2ac14 100644
--- a/Source/Core/VideoBackends/Vulkan/Util.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Util.cpp
@@ -592,16 +592,19 @@ void UtilityShaderDraw::BindDescriptors()
&dummy_uniform_buffer,
nullptr};
- set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
- nullptr,
- set,
- UBO_DESCRIPTOR_SET_BINDING_GS,
- 0,
- 1,
- VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
- nullptr,
- &dummy_uniform_buffer,
- nullptr};
+ if (g_vulkan_context->SupportsGeometryShaders())
+ {
+ set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
+ nullptr,
+ set,
+ UBO_DESCRIPTOR_SET_BINDING_GS,
+ 0,
+ 1,
+ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
+ nullptr,
+ &dummy_uniform_buffer,
+ nullptr};
+ }
set_writes[num_set_writes++] = {
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, set, UBO_DESCRIPTOR_SET_BINDING_PS, 0, 1,
diff --git a/Source/Core/VideoBackends/Vulkan/VertexManager.cpp b/Source/Core/VideoBackends/Vulkan/VertexManager.cpp
index c9aad0254c..1e97cf6308 100644
--- a/Source/Core/VideoBackends/Vulkan/VertexManager.cpp
+++ b/Source/Core/VideoBackends/Vulkan/VertexManager.cpp
@@ -139,8 +139,6 @@ void VertexManager::vFlush()
u32 index_count = IndexGenerator::GetIndexLen();
// Update tracked state
- StateTracker::GetInstance()->SetVertexFormat(vertex_format);
- StateTracker::GetInstance()->CheckForShaderChanges();
StateTracker::GetInstance()->UpdateVertexShaderConstants();
StateTracker::GetInstance()->UpdateGeometryShaderConstants();
StateTracker::GetInstance()->UpdatePixelShaderConstants();
@@ -165,12 +163,10 @@ void VertexManager::vFlush()
bounding_box->Flush();
bounding_box->Invalidate();
}
-
- // Update which descriptor set/pipeline layout to use.
- StateTracker::GetInstance()->SetBBoxEnable(bounding_box_enabled);
}
// Bind all pending state to the command buffer
+ g_renderer->SetPipeline(m_current_pipeline_object);
if (!StateTracker::GetInstance()->Bind())
{
WARN_LOG(VIDEO, "Skipped draw of %u indices", index_count);
diff --git a/Source/Core/VideoBackends/Vulkan/main.cpp b/Source/Core/VideoBackends/Vulkan/main.cpp
index d8a725845a..9bd4039138 100644
--- a/Source/Core/VideoBackends/Vulkan/main.cpp
+++ b/Source/Core/VideoBackends/Vulkan/main.cpp
@@ -223,6 +223,7 @@ bool VideoBackend::Initialize(void* window_handle)
g_renderer = std::make_unique<Renderer>(std::move(swap_chain));
g_vertex_manager = std::make_unique<VertexManager>();
g_texture_cache = std::make_unique<TextureCache>();
+ ::g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_perf_query = std::make_unique<PerfQuery>();
// Invoke init methods on main wrapper classes.
@@ -230,21 +231,14 @@ bool VideoBackend::Initialize(void* window_handle)
// for the remaining classes may call methods on these.
if (!StateTracker::CreateInstance() || !FramebufferManager::GetInstance()->Initialize() ||
!Renderer::GetInstance()->Initialize() || !VertexManager::GetInstance()->Initialize() ||
- !TextureCache::GetInstance()->Initialize() || !PerfQuery::GetInstance()->Initialize())
+ !TextureCache::GetInstance()->Initialize() || !PerfQuery::GetInstance()->Initialize() ||
+ !::g_shader_cache->Initialize())
{
PanicAlert("Failed to initialize Vulkan classes.");
Shutdown();
return false;
}
- // Ensure all pipelines previously used by the game have been created.
- StateTracker::GetInstance()->ReloadPipelineUIDCache();
-
- // Lastly, precompile ubershaders, if requested.
- // This has to be done after the texture cache and shader cache are initialized.
- if (g_ActiveConfig.CanPrecompileUberShaders())
- g_shader_cache->PrecompileUberShaders();
-
// Display the name so the user knows which device was actually created.
INFO_LOG(VIDEO, "Vulkan Device: %s", g_vulkan_context->GetDeviceProperties().deviceName);
return true;
@@ -252,13 +246,17 @@ bool VideoBackend::Initialize(void* window_handle)
void VideoBackend::Shutdown()
{
- if (g_renderer)
- g_renderer->Shutdown();
-
if (g_command_buffer_mgr)
g_command_buffer_mgr->WaitForGPUIdle();
+ if (::g_shader_cache)
+ ::g_shader_cache->Shutdown();
+
+ if (g_renderer)
+ g_renderer->Shutdown();
+
g_perf_query.reset();
+ ::g_shader_cache.reset();
g_texture_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
index 0e4551da09..1afcb35040 100644
--- a/Source/Core/VideoCommon/BPFunctions.cpp
+++ b/Source/Core/VideoCommon/BPFunctions.cpp
@@ -31,6 +31,7 @@ void SetGenerationMode()
RasterizationState state = {};
state.Generate(bpmem, g_vertex_manager->GetCurrentPrimitiveType());
g_renderer->SetRasterizationState(state);
+ g_vertex_manager->SetRasterizationStateChanged();
}
void SetScissor()
@@ -132,6 +133,7 @@ void SetDepthMode()
DepthState state = {};
state.Generate(bpmem);
g_renderer->SetDepthState(state);
+ g_vertex_manager->SetDepthStateChanged();
}
void SetBlendMode()
@@ -139,6 +141,7 @@ void SetBlendMode()
BlendingState state = {};
state.Generate(bpmem);
g_renderer->SetBlendingState(state);
+ g_vertex_manager->SetBlendingStateChanged();
}
/* Explanation of the magic behind ClearScreen:
diff --git a/Source/Core/VideoCommon/CMakeLists.txt b/Source/Core/VideoCommon/CMakeLists.txt
index 42de08e9f1..22ed8519d5 100644
--- a/Source/Core/VideoCommon/CMakeLists.txt
+++ b/Source/Core/VideoCommon/CMakeLists.txt
@@ -32,6 +32,7 @@ set(SRCS
PostProcessing.cpp
RenderBase.cpp
RenderState.cpp
+ ShaderCache.cpp
ShaderGenCommon.cpp
Statistics.cpp
UberShaderCommon.cpp
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.h b/Source/Core/VideoCommon/GeometryShaderGen.h
index ace05baca7..0c688d30a7 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.h
+++ b/Source/Core/VideoCommon/GeometryShaderGen.h
@@ -8,7 +8,6 @@
#include "Common/CommonTypes.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/ShaderGenCommon.h"
-#include "VideoCommon/VertexManagerBase.h"
enum class APIType;
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp
index 8aea2f098d..4c03168d20 100644
--- a/Source/Core/VideoCommon/RenderBase.cpp
+++ b/Source/Core/VideoCommon/RenderBase.cpp
@@ -56,6 +56,7 @@
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/PostProcessing.h"
+#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
@@ -92,6 +93,7 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
m_surface_handle = Host_GetRenderHandle();
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
+ m_last_efb_multisamples = g_ActiveConfig.iMultisamples;
}
Renderer::~Renderer() = default;
@@ -234,11 +236,20 @@ void Renderer::SaveScreenshot(const std::string& filename, bool wait_for_complet
bool Renderer::CheckForHostConfigChanges()
{
ShaderHostConfig new_host_config = ShaderHostConfig::GetCurrent();
- if (new_host_config.bits == m_last_host_config_bits)
+ if (new_host_config.bits == m_last_host_config_bits &&
+ m_last_efb_multisamples == g_ActiveConfig.iMultisamples)
+ {
return false;
+ }
- OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
m_last_host_config_bits = new_host_config.bits;
+ m_last_efb_multisamples = g_ActiveConfig.iMultisamples;
+
+ // Reload shaders.
+ OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
+ SetPipeline(nullptr);
+ g_vertex_manager->InvalidatePipelineObject();
+ g_shader_cache->SetHostConfig(new_host_config, g_ActiveConfig.iMultisamples);
return true;
}
@@ -688,6 +699,13 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
// Set default viewport and scissor, for the clear to work correctly
// New frame
stats.ResetFrame();
+ g_shader_cache->RetrieveAsyncShaders();
+
+ // We invalidate the pipeline object at the start of the frame.
+ // This is for the rare case where only a single pipeline configuration is used,
+ // and hybrid ubershaders have compiled the specialized shader, but without any
+ // state changes the specialized shader will not take over.
+ g_vertex_manager->InvalidatePipelineObject();
Core::Callback_VideoCopiedToXFB(true);
}
diff --git a/Source/Core/VideoCommon/RenderBase.h b/Source/Core/VideoCommon/RenderBase.h
index a51f1b2813..da8e0b819f 100644
--- a/Source/Core/VideoCommon/RenderBase.h
+++ b/Source/Core/VideoCommon/RenderBase.h
@@ -243,6 +243,7 @@ protected:
std::mutex m_swap_mutex;
u32 m_last_host_config_bits = 0;
+ u32 m_last_efb_multisamples = 1;
private:
void RunFrameDumps();
diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp
new file mode 100644
index 0000000000..05624e9fe4
--- /dev/null
+++ b/Source/Core/VideoCommon/ShaderCache.cpp
@@ -0,0 +1,913 @@
+// Copyright 2018 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoCommon/ShaderCache.h"
+
+#include "Common/Assert.h"
+#include "Common/MsgHandler.h"
+#include "Core/Host.h"
+
+#include "VideoCommon/RenderBase.h"
+#include "VideoCommon/Statistics.h"
+#include "VideoCommon/VertexLoaderManager.h"
+#include "VideoCommon/VertexManagerBase.h"
+
+std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
+
+namespace VideoCommon
+{
+ShaderCache::ShaderCache() = default;
+ShaderCache::~ShaderCache() = default;
+
+bool ShaderCache::Initialize()
+{
+ m_api_type = g_ActiveConfig.backend_info.api_type;
+ m_host_config = ShaderHostConfig::GetCurrent();
+ m_efb_multisamples = g_ActiveConfig.iMultisamples;
+
+ // Create the async compiler, and start the worker threads.
+ m_async_shader_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
+ m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
+
+ // Load shader and UID caches.
+ if (g_ActiveConfig.bShaderCache)
+ {
+ LoadShaderCaches();
+ LoadPipelineUIDCache();
+ }
+
+ // Queue ubershader precompiling if required.
+ if (g_ActiveConfig.CanPrecompileUberShaders())
+ PrecompileUberShaders();
+
+ // Compile all known UIDs.
+ CompileMissingPipelines();
+
+ // Switch to the runtime shader compiler thread configuration.
+ m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
+ return true;
+}
+
+void ShaderCache::SetHostConfig(const ShaderHostConfig& host_config, u32 efb_multisamples)
+{
+ if (m_host_config.bits == host_config.bits && m_efb_multisamples == efb_multisamples)
+ return;
+
+ m_host_config = host_config;
+ m_efb_multisamples = efb_multisamples;
+ Reload();
+}
+
+void ShaderCache::Reload()
+{
+ m_async_shader_compiler->WaitUntilCompletion();
+ m_async_shader_compiler->RetrieveWorkItems();
+
+ InvalidateCachedPipelines();
+ ClearShaderCaches();
+
+ if (g_ActiveConfig.bShaderCache)
+ LoadShaderCaches();
+
+ // Switch to the precompiling shader configuration while we rebuild.
+ m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
+
+ // We don't need to explicitly recompile the individual ubershaders here, as the pipelines
+ // UIDs are still be in the map. Therefore, when these are rebuilt, the shaders will also
+ // be recompiled.
+ CompileMissingPipelines();
+ m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
+}
+
+void ShaderCache::RetrieveAsyncShaders()
+{
+ m_async_shader_compiler->RetrieveWorkItems();
+}
+
+void ShaderCache::Shutdown()
+{
+ m_async_shader_compiler->StopWorkerThreads();
+ m_async_shader_compiler->RetrieveWorkItems();
+
+ ClearShaderCaches();
+ ClearPipelineCaches();
+}
+
+const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineConfig& uid)
+{
+ auto it = m_gx_pipeline_cache.find(uid);
+ if (it != m_gx_pipeline_cache.end() && !it->second.second)
+ return it->second.first.get();
+
+ std::unique_ptr<AbstractPipeline> pipeline;
+ std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
+ if (pipeline_config)
+ pipeline = g_renderer->CreatePipeline(*pipeline_config);
+ if (g_ActiveConfig.bShaderCache)
+ AppendGXPipelineUID(uid);
+ return InsertGXPipeline(uid, std::move(pipeline));
+}
+
+std::optional<const AbstractPipeline*>
+ShaderCache::GetPipelineForUidAsync(const GXPipelineConfig& uid)
+{
+ auto it = m_gx_pipeline_cache.find(uid);
+ if (it != m_gx_pipeline_cache.end())
+ {
+ if (!it->second.second)
+ return it->second.first.get();
+ else
+ return {};
+ }
+
+ auto vs_iter = m_vs_cache.shader_map.find(uid.vs_uid);
+ if (vs_iter == m_vs_cache.shader_map.end())
+ {
+ QueueVertexShaderCompile(uid.vs_uid);
+ return {};
+ }
+ else if (vs_iter->second.pending)
+ {
+ // VS is still compiling.
+ return {};
+ }
+
+ auto ps_iter = m_ps_cache.shader_map.find(uid.ps_uid);
+ if (ps_iter == m_ps_cache.shader_map.end())
+ {
+ QueuePixelShaderCompile(uid.ps_uid);
+ return {};
+ }
+ else if (ps_iter->second.pending)
+ {
+ // PS is still compiling.
+ return {};
+ }
+
+ if (NeedsGeometryShader(uid.gs_uid))
+ {
+ auto gs_iter = m_gs_cache.shader_map.find(uid.gs_uid);
+ if (gs_iter == m_gs_cache.shader_map.end())
+ CreateGeometryShader(uid.gs_uid);
+ }
+
+ // All shader stages are present, queue the pipeline compile.
+ if (g_ActiveConfig.bShaderCache)
+ AppendGXPipelineUID(uid);
+ QueuePipelineCompile(uid);
+ return {};
+}
+
+const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineConfig& uid)
+{
+ auto it = m_gx_uber_pipeline_cache.find(uid);
+ if (it != m_gx_uber_pipeline_cache.end() && !it->second.second)
+ return it->second.first.get();
+
+ std::unique_ptr<AbstractPipeline> pipeline;
+ std::optional<AbstractPipelineConfig> pipeline_config = GetGXUberPipelineConfig(uid);
+ if (pipeline_config)
+ pipeline = g_renderer->CreatePipeline(*pipeline_config);
+ return InsertGXUberPipeline(uid, std::move(pipeline));
+}
+
+void ShaderCache::WaitForAsyncCompiler(const std::string& msg)
+{
+ m_async_shader_compiler->WaitUntilCompletion([&msg](size_t completed, size_t total) {
+ Host_UpdateProgressDialog(msg.c_str(), static_cast<int>(completed), static_cast<int>(total));
+ });
+ m_async_shader_compiler->RetrieveWorkItems();
+ Host_UpdateProgressDialog("", -1, -1);
+}
+
+template <ShaderStage stage, typename K, typename T>
+static void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
+{
+ class CacheReader : public LinearDiskCacheReader<K, u8>
+ {
+ public:
+ CacheReader(T& cache_) : cache(cache_) {}
+ void Read(const K& key, const u8* value, u32 value_size)
+ {
+ auto shader = g_renderer->CreateShaderFromBinary(stage, value, value_size);
+ if (shader)
+ {
+ auto& entry = cache.shader_map[key];
+ entry.shader = std::move(shader);
+ entry.pending = false;
+
+ switch (stage)
+ {
+ case ShaderStage::Vertex:
+ INCSTAT(stats.numVertexShadersCreated);
+ INCSTAT(stats.numVertexShadersAlive);
+ break;
+ case ShaderStage::Pixel:
+ INCSTAT(stats.numPixelShadersCreated);
+ INCSTAT(stats.numPixelShadersAlive);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ private:
+ T& cache;
+ };
+
+ std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
+ CacheReader reader(cache);
+ u32 count = cache.disk_cache.OpenAndRead(filename, reader);
+ INFO_LOG(VIDEO, "Loaded %u cached shaders from %s", count, filename.c_str());
+}
+
+template <typename T>
+static void ClearShaderCache(T& cache)
+{
+ cache.disk_cache.Sync();
+ cache.disk_cache.Close();
+ cache.shader_map.clear();
+}
+
+void ShaderCache::LoadShaderCaches()
+{
+ // Ubershader caches, if present.
+ LoadShaderCache<ShaderStage::Vertex, UberShader::VertexShaderUid>(m_uber_vs_cache, m_api_type,
+ "uber-vs", false);
+ LoadShaderCache<ShaderStage::Pixel, UberShader::PixelShaderUid>(m_uber_ps_cache, m_api_type,
+ "uber-ps", false);
+
+ // We also share geometry shaders, as there aren't many variants.
+ if (m_host_config.backend_geometry_shaders)
+ LoadShaderCache<ShaderStage::Geometry, GeometryShaderUid>(m_gs_cache, m_api_type, "gs", false);
+
+ // Specialized shaders, gameid-specific.
+ LoadShaderCache<ShaderStage::Vertex, VertexShaderUid>(m_vs_cache, m_api_type, "specialized-vs",
+ true);
+ LoadShaderCache<ShaderStage::Pixel, PixelShaderUid>(m_ps_cache, m_api_type, "specialized-ps",
+ true);
+}
+
+void ShaderCache::ClearShaderCaches()
+{
+ ClearShaderCache(m_vs_cache);
+ ClearShaderCache(m_gs_cache);
+ ClearShaderCache(m_ps_cache);
+
+ ClearShaderCache(m_uber_vs_cache);
+ ClearShaderCache(m_uber_ps_cache);
+
+ SETSTAT(stats.numPixelShadersCreated, 0);
+ SETSTAT(stats.numPixelShadersAlive, 0);
+ SETSTAT(stats.numVertexShadersCreated, 0);
+ SETSTAT(stats.numVertexShadersAlive, 0);
+}
+
+void ShaderCache::LoadPipelineUIDCache()
+{
+ // We use the async compiler here to speed up startup time.
+ class CacheReader : public LinearDiskCacheReader<GXPipelineDiskCacheUid, u8>
+ {
+ public:
+ CacheReader(ShaderCache* shader_cache_) : shader_cache(shader_cache_) {}
+ void Read(const GXPipelineDiskCacheUid& key, const u8* data, u32 data_size)
+ {
+ GXPipelineConfig config = {};
+ config.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(key.vertex_decl);
+ config.vs_uid = key.vs_uid;
+ config.gs_uid = key.gs_uid;
+ config.ps_uid = key.ps_uid;
+ config.rasterization_state.hex = key.rasterization_state_bits;
+ config.depth_state.hex = key.depth_state_bits;
+ config.blending_state.hex = key.blending_state_bits;
+
+ auto iter = shader_cache->m_gx_pipeline_cache.find(config);
+ if (iter != shader_cache->m_gx_pipeline_cache.end())
+ return;
+
+ auto& entry = shader_cache->m_gx_pipeline_cache[config];
+ entry.second = false;
+ }
+
+ private:
+ ShaderCache* shader_cache;
+ };
+
+ std::string filename = GetDiskShaderCacheFileName(m_api_type, "pipeline-uid", true, false, false);
+ CacheReader reader(this);
+ u32 count = m_gx_pipeline_uid_disk_cache.OpenAndRead(filename, reader);
+ INFO_LOG(VIDEO, "Read %u pipeline UIDs from %s", count, filename.c_str());
+ CompileMissingPipelines();
+}
+
+void ShaderCache::CompileMissingPipelines()
+{
+ // Queue all uids with a null pipeline for compilation.
+ for (auto& it : m_gx_pipeline_cache)
+ {
+ if (!it.second.second)
+ QueuePipelineCompile(it.first);
+ }
+ for (auto& it : m_gx_uber_pipeline_cache)
+ {
+ if (!it.second.second)
+ QueueUberPipelineCompile(it.first);
+ }
+
+ WaitForAsyncCompiler(GetStringT("Compiling shaders..."));
+}
+
+void ShaderCache::InvalidateCachedPipelines()
+{
+ // Set the pending flag to false, and destroy the pipeline.
+ for (auto& it : m_gx_pipeline_cache)
+ {
+ it.second.first.reset();
+ it.second.second = false;
+ }
+ for (auto& it : m_gx_uber_pipeline_cache)
+ {
+ it.second.first.reset();
+ it.second.second = false;
+ }
+}
+
+void ShaderCache::ClearPipelineCaches()
+{
+ m_gx_pipeline_cache.clear();
+ m_gx_uber_pipeline_cache.clear();
+}
+
+std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
+{
+ ShaderCode source_code = GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
+ return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
+ source_code.GetBuffer().size());
+}
+
+std::unique_ptr<AbstractShader>
+ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const
+{
+ ShaderCode source_code = UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
+ return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
+ source_code.GetBuffer().size());
+}
+
+std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
+{
+ ShaderCode source_code = GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
+ return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
+ source_code.GetBuffer().size());
+}
+
+std::unique_ptr<AbstractShader>
+ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
+{
+ ShaderCode source_code = UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
+ return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
+ source_code.GetBuffer().size());
+}
+
+const AbstractShader* ShaderCache::InsertVertexShader(const VertexShaderUid& uid,
+ std::unique_ptr<AbstractShader> shader)
+{
+ auto& entry = m_vs_cache.shader_map[uid];
+ entry.pending = false;
+
+ if (shader && !entry.shader)
+ {
+ if (g_ActiveConfig.bShaderCache && shader->HasBinary())
+ {
+ auto binary = shader->GetBinary();
+ if (!binary.empty())
+ m_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
+ }
+ INCSTAT(stats.numVertexShadersCreated);
+ INCSTAT(stats.numVertexShadersAlive);
+ entry.shader = std::move(shader);
+ }
+
+ return entry.shader.get();
+}
+
+const AbstractShader* ShaderCache::InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
+ std::unique_ptr<AbstractShader> shader)
+{
+ auto& entry = m_uber_vs_cache.shader_map[uid];
+ entry.pending = false;
+
+ if (shader && !entry.shader)
+ {
+ if (g_ActiveConfig.bShaderCache && shader->HasBinary())
+ {
+ auto binary = shader->GetBinary();
+ if (!binary.empty())
+ m_uber_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
+ }
+ INCSTAT(stats.numVertexShadersCreated);
+ INCSTAT(stats.numVertexShadersAlive);
+ entry.shader = std::move(shader);
+ }
+
+ return entry.shader.get();
+}
+
+const AbstractShader* ShaderCache::InsertPixelShader(const PixelShaderUid& uid,
+ std::unique_ptr<AbstractShader> shader)
+{
+ auto& entry = m_ps_cache.shader_map[uid];
+ entry.pending = false;
+
+ if (shader && !entry.shader)
+ {
+ if (g_ActiveConfig.bShaderCache && shader->HasBinary())
+ {
+ auto binary = shader->GetBinary();
+ if (!binary.empty())
+ m_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
+ }
+ INCSTAT(stats.numPixelShadersCreated);
+ INCSTAT(stats.numPixelShadersAlive);
+ entry.shader = std::move(shader);
+ }
+
+ return entry.shader.get();
+}
+
+const AbstractShader* ShaderCache::InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
+ std::unique_ptr<AbstractShader> shader)
+{
+ auto& entry = m_uber_ps_cache.shader_map[uid];
+ entry.pending = false;
+
+ if (shader && !entry.shader)
+ {
+ if (g_ActiveConfig.bShaderCache && shader->HasBinary())
+ {
+ auto binary = shader->GetBinary();
+ if (!binary.empty())
+ m_uber_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
+ }
+ INCSTAT(stats.numPixelShadersCreated);
+ INCSTAT(stats.numPixelShadersAlive);
+ entry.shader = std::move(shader);
+ }
+
+ return entry.shader.get();
+}
+
+const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
+{
+ ShaderCode source_code = GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
+ std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
+ ShaderStage::Geometry, source_code.GetBuffer().c_str(), source_code.GetBuffer().size());
+
+ auto& entry = m_gs_cache.shader_map[uid];
+ entry.pending = false;
+
+ if (shader && !entry.shader)
+ {
+ if (g_ActiveConfig.bShaderCache && shader->HasBinary())
+ {
+ auto binary = shader->GetBinary();
+ if (!binary.empty())
+ m_gs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
+ }
+ entry.shader = std::move(shader);
+ }
+
+ return entry.shader.get();
+}
+
+bool ShaderCache::NeedsGeometryShader(const GeometryShaderUid& uid) const
+{
+ return m_host_config.backend_geometry_shaders && !uid.GetUidData()->IsPassthrough();
+}
+
+AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
+ const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
+ const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
+ const RasterizationState& rasterization_state, const DepthState& depth_state,
+ const BlendingState& blending_state)
+{
+ AbstractPipelineConfig config = {};
+ config.usage = AbstractPipelineUsage::GX;
+ config.vertex_format = vertex_format;
+ config.vertex_shader = vertex_shader;
+ config.geometry_shader = geometry_shader;
+ config.pixel_shader = pixel_shader;
+ config.rasterization_state = rasterization_state;
+ config.depth_state = depth_state;
+ config.blending_state = blending_state;
+ config.framebuffer_state.color_texture_format = AbstractTextureFormat::RGBA8;
+ config.framebuffer_state.depth_texture_format = AbstractTextureFormat::D32F;
+ config.framebuffer_state.per_sample_shading = m_host_config.ssaa;
+ config.framebuffer_state.samples = m_efb_multisamples;
+ return config;
+}
+
+std::optional<AbstractPipelineConfig>
+ShaderCache::GetGXPipelineConfig(const GXPipelineConfig& config)
+{
+ const AbstractShader* vs;
+ auto vs_iter = m_vs_cache.shader_map.find(config.vs_uid);
+ if (vs_iter != m_vs_cache.shader_map.end() && !vs_iter->second.pending)
+ vs = vs_iter->second.shader.get();
+ else
+ vs = InsertVertexShader(config.vs_uid, CompileVertexShader(config.vs_uid));
+
+ const AbstractShader* ps;
+ auto ps_iter = m_ps_cache.shader_map.find(config.ps_uid);
+ if (ps_iter != m_ps_cache.shader_map.end() && !ps_iter->second.pending)
+ ps = ps_iter->second.shader.get();
+ else
+ ps = InsertPixelShader(config.ps_uid, CompilePixelShader(config.ps_uid));
+
+ if (!vs || !ps)
+ return {};
+
+ const AbstractShader* gs = nullptr;
+ if (NeedsGeometryShader(config.gs_uid))
+ {
+ auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
+ if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
+ gs = gs_iter->second.shader.get();
+ else
+ gs = CreateGeometryShader(config.gs_uid);
+ if (!gs)
+ return {};
+ }
+
+ return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
+ config.depth_state, config.blending_state);
+}
+
+std::optional<AbstractPipelineConfig>
+ShaderCache::GetGXUberPipelineConfig(const GXUberPipelineConfig& config)
+{
+ const AbstractShader* vs;
+ auto vs_iter = m_uber_vs_cache.shader_map.find(config.vs_uid);
+ if (vs_iter != m_uber_vs_cache.shader_map.end() && !vs_iter->second.pending)
+ vs = vs_iter->second.shader.get();
+ else
+ vs = InsertVertexUberShader(config.vs_uid, CompileVertexUberShader(config.vs_uid));
+
+ const AbstractShader* ps;
+ auto ps_iter = m_uber_ps_cache.shader_map.find(config.ps_uid);
+ if (ps_iter != m_uber_ps_cache.shader_map.end() && !ps_iter->second.pending)
+ ps = ps_iter->second.shader.get();
+ else
+ ps = InsertPixelUberShader(config.ps_uid, CompilePixelUberShader(config.ps_uid));
+
+ if (!vs || !ps)
+ return {};
+
+ const AbstractShader* gs = nullptr;
+ if (NeedsGeometryShader(config.gs_uid))
+ {
+ auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
+ if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
+ gs = gs_iter->second.shader.get();
+ else
+ gs = CreateGeometryShader(config.gs_uid);
+ if (!gs)
+ return {};
+ }
+
+ return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
+ config.depth_state, config.blending_state);
+}
+
+const AbstractPipeline* ShaderCache::InsertGXPipeline(const GXPipelineConfig& config,
+ std::unique_ptr<AbstractPipeline> pipeline)
+{
+ auto& entry = m_gx_pipeline_cache[config];
+ entry.second = false;
+ if (!entry.first && pipeline)
+ entry.first = std::move(pipeline);
+
+ return entry.first.get();
+}
+
+const AbstractPipeline*
+ShaderCache::InsertGXUberPipeline(const GXUberPipelineConfig& config,
+ std::unique_ptr<AbstractPipeline> pipeline)
+{
+ auto& entry = m_gx_uber_pipeline_cache[config];
+ entry.second = false;
+ if (!entry.first && pipeline)
+ entry.first = std::move(pipeline);
+
+ return entry.first.get();
+}
+
+void ShaderCache::AppendGXPipelineUID(const GXPipelineConfig& config)
+{
+ // Convert to disk format.
+ GXPipelineDiskCacheUid disk_uid = {};
+ disk_uid.vertex_decl = config.vertex_format->GetVertexDeclaration();
+ disk_uid.vs_uid = config.vs_uid;
+ disk_uid.gs_uid = config.gs_uid;
+ disk_uid.ps_uid = config.ps_uid;
+ disk_uid.rasterization_state_bits = config.rasterization_state.hex;
+ disk_uid.depth_state_bits = config.depth_state.hex;
+ disk_uid.blending_state_bits = config.blending_state.hex;
+ m_gx_pipeline_uid_disk_cache.Append(disk_uid, nullptr, 0);
+}
+
+void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid)
+{
+ 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;
+ }
+
+ virtual 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));
+}
+
+void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid)
+{
+ 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;
+ }
+
+ virtual 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));
+}
+
+void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid)
+{
+ 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;
+ }
+
+ virtual 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));
+}
+
+void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid)
+{
+ 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;
+ }
+
+ virtual 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));
+}
+
+void ShaderCache::QueuePipelineCompile(const GXPipelineConfig& uid)
+{
+ class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
+ {
+ public:
+ PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineConfig& uid_,
+ const AbstractPipelineConfig& config_)
+ : shader_cache(shader_cache_), uid(uid_), config(config_)
+ {
+ }
+
+ bool Compile() override
+ {
+ pipeline = g_renderer->CreatePipeline(config);
+ return true;
+ }
+
+ virtual void Retrieve() override { shader_cache->InsertGXPipeline(uid, std::move(pipeline)); }
+ private:
+ ShaderCache* shader_cache;
+ std::unique_ptr<AbstractPipeline> pipeline;
+ GXPipelineConfig uid;
+ AbstractPipelineConfig config;
+ };
+
+ auto config = GetGXPipelineConfig(uid);
+ if (!config)
+ {
+ // One or more stages failed to compile.
+ InsertGXPipeline(uid, nullptr);
+ return;
+ }
+
+ auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, *config);
+ m_async_shader_compiler->QueueWorkItem(std::move(wi));
+ m_gx_pipeline_cache[uid].second = true;
+}
+
+void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineConfig& uid)
+{
+ class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
+ {
+ public:
+ UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineConfig& uid_,
+ const AbstractPipelineConfig& config_)
+ : shader_cache(shader_cache_), uid(uid_), config(config_)
+ {
+ }
+
+ bool Compile() override
+ {
+ pipeline = g_renderer->CreatePipeline(config);
+ return true;
+ }
+
+ virtual void Retrieve() override
+ {
+ shader_cache->InsertGXUberPipeline(uid, std::move(pipeline));
+ }
+
+ private:
+ ShaderCache* shader_cache;
+ std::unique_ptr<AbstractPipeline> pipeline;
+ GXUberPipelineConfig uid;
+ AbstractPipelineConfig config;
+ };
+
+ auto config = GetGXUberPipelineConfig(uid);
+ if (!config)
+ {
+ // One or more stages failed to compile.
+ InsertGXUberPipeline(uid, nullptr);
+ return;
+ }
+
+ auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, *config);
+ m_async_shader_compiler->QueueWorkItem(std::move(wi));
+ m_gx_uber_pipeline_cache[uid].second = true;
+}
+
+void ShaderCache::PrecompileUberShaders()
+{
+ // Geometry shaders are required for the pipelines.
+ if (m_host_config.backend_geometry_shaders)
+ {
+ EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
+ auto iter = m_gs_cache.shader_map.find(guid);
+ if (iter == m_gs_cache.shader_map.end())
+ CreateGeometryShader(guid);
+ });
+ }
+
+ // Queue shader compiling.
+ UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
+ auto iter = m_uber_vs_cache.shader_map.find(vuid);
+ if (iter == m_uber_vs_cache.shader_map.end())
+ QueueVertexUberShaderCompile(vuid);
+ });
+ UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
+ auto iter = m_uber_ps_cache.shader_map.find(puid);
+ if (iter == m_uber_ps_cache.shader_map.end())
+ QueuePixelUberShaderCompile(puid);
+ });
+
+ // Wait for shaders to finish compiling.
+ WaitForAsyncCompiler(GetStringT("Compiling uber shaders..."));
+
+ // Create a dummy vertex format with no attributes.
+ // All attributes will be enabled in GetUberVertexFormat.
+ PortableVertexDeclaration dummy_vertex_decl = {};
+ dummy_vertex_decl.position.components = 4;
+ dummy_vertex_decl.position.type = VAR_FLOAT;
+ dummy_vertex_decl.position.enable = true;
+ dummy_vertex_decl.stride = sizeof(float) * 4;
+ NativeVertexFormat* dummy_vertex_format =
+ VertexLoaderManager::GetUberVertexFormat(dummy_vertex_decl);
+ auto QueueDummyPipeline = [&](const UberShader::VertexShaderUid& vs_uid,
+ const GeometryShaderUid& gs_uid,
+ const UberShader::PixelShaderUid& ps_uid) {
+ GXUberPipelineConfig config;
+ config.vertex_format = dummy_vertex_format;
+ config.vs_uid = vs_uid;
+ config.gs_uid = gs_uid;
+ config.ps_uid = ps_uid;
+ config.rasterization_state = RenderState::GetNoCullRasterizationState();
+ config.depth_state = RenderState::GetNoDepthTestingDepthStencilState();
+ config.blending_state = RenderState::GetNoBlendingBlendState();
+
+ auto iter = m_gx_uber_pipeline_cache.find(config);
+ if (iter != m_gx_uber_pipeline_cache.end())
+ return;
+
+ auto& entry = m_gx_uber_pipeline_cache[config];
+ entry.second = false;
+ };
+
+ // Populate the pipeline configs with empty entries, these will be compiled afterwards.
+ UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
+ UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
+ // UIDs must have compatible texgens, a mismatching combination will never be queried.
+ if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
+ return;
+
+ EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
+ if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens)
+ return;
+
+ QueueDummyPipeline(vuid, guid, puid);
+ });
+ });
+ });
+}
+
+std::string ShaderCache::GetUtilityShaderHeader() const
+{
+ std::stringstream ss;
+
+ ss << "#define API_D3D " << (m_api_type == APIType::D3D ? 1 : 0) << "\n";
+ ss << "#define API_OPENGL " << (m_api_type == APIType::OpenGL ? 1 : 0) << "\n";
+ ss << "#define API_VULKAN " << (m_api_type == APIType::Vulkan ? 1 : 0) << "\n";
+
+ if (m_efb_multisamples > 1)
+ {
+ ss << "#define MSAA_ENABLED 1" << std::endl;
+ ss << "#define MSAA_SAMPLES " << m_efb_multisamples << std::endl;
+ if (m_host_config.ssaa)
+ ss << "#define SSAA_ENABLED 1" << std::endl;
+ }
+
+ ss << "#define EFB_LAYERS " << (m_host_config.stereo ? 2 : 1) << std::endl;
+
+ return ss.str();
+}
+} // namespace VideoCommon
diff --git a/Source/Core/VideoCommon/ShaderCache.h b/Source/Core/VideoCommon/ShaderCache.h
new file mode 100644
index 0000000000..922cd4d5fa
--- /dev/null
+++ b/Source/Core/VideoCommon/ShaderCache.h
@@ -0,0 +1,216 @@
+// Copyright 2018 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <array>
+#include <cstddef>
+#include <map>
+#include <memory>
+#include <optional>
+#include <string>
+#include <unordered_map>
+#include <utility>
+
+#include "Common/CommonTypes.h"
+#include "Common/LinearDiskCache.h"
+
+#include "VideoCommon/AbstractPipeline.h"
+#include "VideoCommon/AbstractShader.h"
+#include "VideoCommon/NativeVertexFormat.h"
+
+#include "VideoCommon/AsyncShaderCompiler.h"
+#include "VideoCommon/GeometryShaderGen.h"
+#include "VideoCommon/PixelShaderGen.h"
+#include "VideoCommon/RenderState.h"
+#include "VideoCommon/UberShaderPixel.h"
+#include "VideoCommon/UberShaderVertex.h"
+#include "VideoCommon/VertexShaderGen.h"
+
+class NativeVertexFormat;
+
+namespace VideoCommon
+{
+struct GXPipelineConfig
+{
+ const NativeVertexFormat* vertex_format;
+ VertexShaderUid vs_uid;
+ GeometryShaderUid gs_uid;
+ PixelShaderUid ps_uid;
+ RasterizationState rasterization_state;
+ DepthState depth_state;
+ BlendingState blending_state;
+
+ bool operator<(const GXPipelineConfig& rhs) const
+ {
+ return std::tie(vertex_format, vs_uid, gs_uid, ps_uid, rasterization_state.hex, depth_state.hex,
+ blending_state.hex) < std::tie(rhs.vertex_format, rhs.vs_uid, rhs.gs_uid,
+ rhs.ps_uid, rhs.rasterization_state.hex,
+ rhs.depth_state.hex, rhs.blending_state.hex);
+ }
+ bool operator==(const GXPipelineConfig& rhs) const
+ {
+ return std::tie(vertex_format, vs_uid, gs_uid, ps_uid, rasterization_state.hex, depth_state.hex,
+ blending_state.hex) == std::tie(rhs.vertex_format, rhs.vs_uid, rhs.gs_uid,
+ rhs.ps_uid, rhs.rasterization_state.hex,
+ rhs.depth_state.hex, rhs.blending_state.hex);
+ }
+ bool operator!=(const GXPipelineConfig& rhs) const { return !operator==(rhs); }
+};
+struct GXUberPipelineConfig
+{
+ const NativeVertexFormat* vertex_format;
+ UberShader::VertexShaderUid vs_uid;
+ GeometryShaderUid gs_uid;
+ UberShader::PixelShaderUid ps_uid;
+ RasterizationState rasterization_state;
+ DepthState depth_state;
+ BlendingState blending_state;
+
+ bool operator<(const GXUberPipelineConfig& rhs) const
+ {
+ return std::tie(vertex_format, vs_uid, gs_uid, ps_uid, rasterization_state.hex, depth_state.hex,
+ blending_state.hex) < std::tie(rhs.vertex_format, rhs.vs_uid, rhs.gs_uid,
+ rhs.ps_uid, rhs.rasterization_state.hex,
+ rhs.depth_state.hex, rhs.blending_state.hex);
+ }
+ bool operator==(const GXUberPipelineConfig& rhs) const
+ {
+ return std::tie(vertex_format, vs_uid, gs_uid, ps_uid, rasterization_state.hex, depth_state.hex,
+ blending_state.hex) == std::tie(rhs.vertex_format, rhs.vs_uid, rhs.gs_uid,
+ rhs.ps_uid, rhs.rasterization_state.hex,
+ rhs.depth_state.hex, rhs.blending_state.hex);
+ }
+ bool operator!=(const GXUberPipelineConfig& rhs) const { return !operator==(rhs); }
+};
+
+class ShaderCache final
+{
+public:
+ ShaderCache();
+ ~ShaderCache();
+
+ // Perform at startup, create descriptor layouts, compiles all static shaders.
+ bool Initialize();
+ void Shutdown();
+
+ // Changes the shader host config. Shaders will be reloaded if there are changes.
+ void SetHostConfig(const ShaderHostConfig& host_config, u32 efb_multisamples);
+
+ // Reloads/recreates all shaders and pipelines.
+ void Reload();
+
+ // Retrieves all pending shaders/pipelines from the async compiler.
+ void RetrieveAsyncShaders();
+
+ // Get utility shader header based on current config.
+ std::string GetUtilityShaderHeader() const;
+
+ // Accesses ShaderGen shader caches
+ const AbstractPipeline* GetPipelineForUid(const GXPipelineConfig& uid);
+ const AbstractPipeline* GetUberPipelineForUid(const GXUberPipelineConfig& uid);
+
+ // Accesses ShaderGen shader caches asynchronously.
+ // The optional will be empty if this pipeline is now background compiling.
+ std::optional<const AbstractPipeline*> GetPipelineForUidAsync(const GXPipelineConfig& uid);
+
+private:
+ void WaitForAsyncCompiler(const std::string& msg);
+ void LoadShaderCaches();
+ void ClearShaderCaches();
+ void LoadPipelineUIDCache();
+ void CompileMissingPipelines();
+ void InvalidateCachedPipelines();
+ void ClearPipelineCaches();
+ void PrecompileUberShaders();
+
+ // 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;
+
+ // 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);
+ std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXPipelineConfig& uid);
+ std::optional<AbstractPipelineConfig> GetGXUberPipelineConfig(const GXUberPipelineConfig& uid);
+ const AbstractPipeline* InsertGXPipeline(const GXPipelineConfig& config,
+ std::unique_ptr<AbstractPipeline> pipeline);
+ const AbstractPipeline* InsertGXUberPipeline(const GXUberPipelineConfig& config,
+ std::unique_ptr<AbstractPipeline> pipeline);
+ void AppendGXPipelineUID(const GXPipelineConfig& config);
+
+ // ASync Compiler Methods
+ void QueueVertexShaderCompile(const VertexShaderUid& uid);
+ void QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid);
+ void QueuePixelShaderCompile(const PixelShaderUid& uid);
+ void QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid);
+ void QueuePipelineCompile(const GXPipelineConfig& uid);
+ void QueueUberPipelineCompile(const GXUberPipelineConfig& uid);
+
+ // Configuration bits.
+ APIType m_api_type = APIType::Nothing;
+ ShaderHostConfig m_host_config = {};
+ u32 m_efb_multisamples = 1;
+ std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
+
+ // GX Shader Caches
+ template <typename Uid>
+ struct ShaderModuleCache
+ {
+ struct Shader
+ {
+ std::unique_ptr<AbstractShader> shader;
+ bool pending;
+ };
+ std::map<Uid, Shader> shader_map;
+ 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
+ // TODO: Use unordered_map for speed.
+ std::map<GXPipelineConfig, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
+ m_gx_pipeline_cache;
+ std::map<GXUberPipelineConfig, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
+ m_gx_uber_pipeline_cache;
+
+ // Disk cache of pipeline UIDs
+ // We can't use the whole UID as a type
+ struct GXPipelineDiskCacheUid
+ {
+ PortableVertexDeclaration vertex_decl;
+ VertexShaderUid vs_uid;
+ GeometryShaderUid gs_uid;
+ PixelShaderUid ps_uid;
+ u32 rasterization_state_bits;
+ u32 depth_state_bits;
+ u32 blending_state_bits;
+ };
+ LinearDiskCache<GXPipelineDiskCacheUid, u8> m_gx_pipeline_uid_disk_cache;
+};
+
+} // namespace VideoCommon
+
+extern std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
diff --git a/Source/Core/VideoCommon/ShaderGenCommon.cpp b/Source/Core/VideoCommon/ShaderGenCommon.cpp
index 8cc7e54f5c..b4cf9e9a48 100644
--- a/Source/Core/VideoCommon/ShaderGenCommon.cpp
+++ b/Source/Core/VideoCommon/ShaderGenCommon.cpp
@@ -37,28 +37,31 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
}
std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
- bool include_host_config)
+ bool include_host_config, bool include_api)
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string filename = File::GetUserPath(D_SHADERCACHE_IDX);
- switch (api_type)
+ if (include_api)
{
- case APIType::D3D:
- filename += "D3D";
- break;
- case APIType::OpenGL:
- filename += "OpenGL";
- break;
- case APIType::Vulkan:
- filename += "Vulkan";
- break;
- default:
- break;
+ switch (api_type)
+ {
+ case APIType::D3D:
+ filename += "D3D";
+ break;
+ case APIType::OpenGL:
+ filename += "OpenGL";
+ break;
+ case APIType::Vulkan:
+ filename += "Vulkan";
+ break;
+ default:
+ break;
+ }
+ filename += '-';
}
- filename += '-';
filename += type;
if (include_gameid)
diff --git a/Source/Core/VideoCommon/ShaderGenCommon.h b/Source/Core/VideoCommon/ShaderGenCommon.h
index 5aa391c412..af9b97cf2f 100644
--- a/Source/Core/VideoCommon/ShaderGenCommon.h
+++ b/Source/Core/VideoCommon/ShaderGenCommon.h
@@ -187,7 +187,7 @@ union ShaderHostConfig
// Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline).
std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
- bool include_host_config);
+ bool include_host_config, bool include_api = true);
template <class T>
inline void DefineOutputMember(T& object, APIType api_type, const char* qualifier, const char* type,
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index 44ff88b633..8ccf9865e5 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -105,10 +105,11 @@ DataReader VertexManagerBase::PrepareForAdditionalData(int primitive, u32 count,
Flush();
// Have to update the rasterization state for point/line cull modes.
+ m_current_primitive_type = new_primitive_type;
RasterizationState raster_state = {};
raster_state.Generate(bpmem, new_primitive_type);
g_renderer->SetRasterizationState(raster_state);
- m_current_primitive_type = new_primitive_type;
+ SetRasterizationStateChanged();
}
// Check for size in buffer, if the buffer gets full, call Flush()
@@ -386,6 +387,10 @@ void VertexManagerBase::Flush()
if (!m_cull_all)
{
+ // Update the pipeline, or compile one if needed.
+ UpdatePipelineConfig();
+ UpdatePipelineObject();
+
// set the rest of the global constants
GeometryShaderManager::SetConstants();
PixelShaderManager::SetConstants();
@@ -477,3 +482,114 @@ void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
m_zslope.f0 = out[2] - (out[0] * m_zslope.dfdx + out[1] * m_zslope.dfdy);
m_zslope.dirty = true;
}
+
+void VertexManagerBase::UpdatePipelineConfig()
+{
+ NativeVertexFormat* vertex_format = VertexLoaderManager::GetCurrentVertexFormat();
+ if (vertex_format != m_current_pipeline_config.vertex_format)
+ {
+ m_current_pipeline_config.vertex_format = vertex_format;
+ m_current_uber_pipeline_config.vertex_format =
+ VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration());
+ m_pipeline_config_changed = true;
+ }
+
+ VertexShaderUid vs_uid = GetVertexShaderUid();
+ if (vs_uid != m_current_pipeline_config.vs_uid)
+ {
+ m_current_pipeline_config.vs_uid = vs_uid;
+ m_current_uber_pipeline_config.vs_uid = UberShader::GetVertexShaderUid();
+ m_pipeline_config_changed = true;
+ }
+
+ PixelShaderUid ps_uid = GetPixelShaderUid();
+ if (ps_uid != m_current_pipeline_config.ps_uid)
+ {
+ m_current_pipeline_config.ps_uid = ps_uid;
+ m_current_uber_pipeline_config.ps_uid = UberShader::GetPixelShaderUid();
+ m_pipeline_config_changed = true;
+ }
+
+ GeometryShaderUid gs_uid = GetGeometryShaderUid(GetCurrentPrimitiveType());
+ if (gs_uid != m_current_pipeline_config.gs_uid)
+ {
+ m_current_pipeline_config.gs_uid = gs_uid;
+ m_current_uber_pipeline_config.gs_uid = gs_uid;
+ m_pipeline_config_changed = true;
+ }
+
+ if (m_rasterization_state_changed)
+ {
+ m_rasterization_state_changed = false;
+
+ RasterizationState new_rs = {};
+ new_rs.Generate(bpmem, m_current_primitive_type);
+ if (new_rs != m_current_pipeline_config.rasterization_state)
+ {
+ m_current_pipeline_config.rasterization_state = new_rs;
+ m_current_uber_pipeline_config.rasterization_state = new_rs;
+ m_pipeline_config_changed = true;
+ }
+ }
+
+ if (m_depth_state_changed)
+ {
+ m_depth_state_changed = false;
+
+ DepthState new_ds = {};
+ new_ds.Generate(bpmem);
+ if (new_ds != m_current_pipeline_config.depth_state)
+ {
+ m_current_pipeline_config.depth_state = new_ds;
+ m_current_uber_pipeline_config.depth_state = new_ds;
+ m_pipeline_config_changed = true;
+ }
+ }
+
+ if (m_blending_state_changed)
+ {
+ m_blending_state_changed = false;
+
+ BlendingState new_bs = {};
+ new_bs.Generate(bpmem);
+ if (new_bs != m_current_pipeline_config.blending_state)
+ {
+ m_current_pipeline_config.blending_state = new_bs;
+ m_current_uber_pipeline_config.blending_state = new_bs;
+ m_pipeline_config_changed = true;
+ }
+ }
+}
+
+void VertexManagerBase::UpdatePipelineObject()
+{
+ if (!m_pipeline_config_changed)
+ return;
+
+ m_current_pipeline_object = nullptr;
+ m_pipeline_config_changed = false;
+
+ // Try for specialized shaders.
+ if (!g_ActiveConfig.bDisableSpecializedShaders)
+ {
+ // Can we background compile shaders? If so, get the pipeline asynchronously.
+ if (g_ActiveConfig.bBackgroundShaderCompiling)
+ {
+ auto res = g_shader_cache->GetPipelineForUidAsync(m_current_pipeline_config);
+ if (res)
+ {
+ // Specialized shaders are ready.
+ m_current_pipeline_object = *res;
+ return;
+ }
+ }
+ else
+ {
+ m_current_pipeline_object = g_shader_cache->GetPipelineForUid(m_current_pipeline_config);
+ return;
+ }
+ }
+
+ // Fallback to ubershaders.
+ m_current_pipeline_object = g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config);
+}
diff --git a/Source/Core/VideoCommon/VertexManagerBase.h b/Source/Core/VideoCommon/VertexManagerBase.h
index 22c9b0d2a6..20a63a3e2a 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.h
+++ b/Source/Core/VideoCommon/VertexManagerBase.h
@@ -10,6 +10,7 @@
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/RenderState.h"
+#include "VideoCommon/ShaderCache.h"
class DataReader;
class NativeVertexFormat;
@@ -58,6 +59,16 @@ public:
std::pair<size_t, size_t> ResetFlushAspectRatioCount();
+ // State setters, called from register update functions.
+ void SetRasterizationStateChanged() { m_rasterization_state_changed = true; }
+ void SetDepthStateChanged() { m_depth_state_changed = true; }
+ void SetBlendingStateChanged() { m_blending_state_changed = true; }
+ void InvalidatePipelineObject()
+ {
+ m_current_pipeline_object = nullptr;
+ m_pipeline_config_changed = true;
+ }
+
protected:
virtual void vDoState(PointerWrap& p) {}
virtual void ResetBuffer(u32 stride) = 0;
@@ -72,8 +83,15 @@ protected:
Slope m_zslope = {};
void CalculateZSlope(NativeVertexFormat* format);
- bool m_cull_all = false;
+ VideoCommon::GXPipelineConfig m_current_pipeline_config = {};
+ VideoCommon::GXUberPipelineConfig m_current_uber_pipeline_config = {};
+ const AbstractPipeline* m_current_pipeline_object = nullptr;
PrimitiveType m_current_primitive_type = PrimitiveType::Points;
+ bool m_pipeline_config_changed = true;
+ bool m_rasterization_state_changed = true;
+ bool m_depth_state_changed = true;
+ bool m_blending_state_changed = true;
+ bool m_cull_all = false;
private:
bool m_is_flushed = true;
@@ -84,6 +102,8 @@ private:
virtual void CreateDeviceObjects() {}
virtual void DestroyDeviceObjects() {}
+ void UpdatePipelineConfig();
+ void UpdatePipelineObject();
};
extern std::unique_ptr<VertexManagerBase> g_vertex_manager;
diff --git a/Source/Core/VideoCommon/VideoCommon.vcxproj b/Source/Core/VideoCommon/VideoCommon.vcxproj
index 33931bdb17..4cc6611ee8 100644
--- a/Source/Core/VideoCommon/VideoCommon.vcxproj
+++ b/Source/Core/VideoCommon/VideoCommon.vcxproj
@@ -68,6 +68,7 @@
<ClCompile Include="RenderBase.cpp" />
<ClCompile Include="RenderState.cpp" />
<ClCompile Include="LightingShaderGen.cpp" />
+ <ClCompile Include="ShaderCache.cpp" />
<ClCompile Include="ShaderGenCommon.cpp" />
<ClCompile Include="UberShaderCommon.cpp" />
<ClCompile Include="UberShaderPixel.cpp" />
@@ -119,6 +120,7 @@
<ClInclude Include="Fifo.h" />
<ClInclude Include="FPSCounter.h" />
<ClInclude Include="FramebufferManagerBase.h" />
+ <ClInclude Include="ShaderCache.h" />
<ClInclude Include="UberShaderCommon.h" />
<ClInclude Include="UberShaderPixel.h" />
<ClInclude Include="HiresTextures.h" />
@@ -188,4 +190,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
-</Project> \ No newline at end of file
+</Project>
diff --git a/Source/Core/VideoCommon/VideoCommon.vcxproj.filters b/Source/Core/VideoCommon/VideoCommon.vcxproj.filters
index cc7d80508c..ca0fe0029b 100644
--- a/Source/Core/VideoCommon/VideoCommon.vcxproj.filters
+++ b/Source/Core/VideoCommon/VideoCommon.vcxproj.filters
@@ -197,6 +197,9 @@
<ClCompile Include="AbstractFramebuffer.cpp">
<Filter>Base</Filter>
</ClCompile>
+ <ClCompile Include="ShaderCache.cpp">
+ <Filter>Shader Managers</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="CommandProcessor.h" />
@@ -378,6 +381,9 @@
<ClInclude Include="AbstractFramebuffer.h">
<Filter>Base</Filter>
</ClInclude>
+ <ClInclude Include="ShaderCache.h">
+ <Filter>Shader Managers</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />
diff --git a/Source/Core/VideoCommon/VideoConfig.cpp b/Source/Core/VideoCommon/VideoConfig.cpp
index 2a4811eece..771adf60bf 100644
--- a/Source/Core/VideoCommon/VideoConfig.cpp
+++ b/Source/Core/VideoCommon/VideoConfig.cpp
@@ -187,6 +187,10 @@ static u32 GetNumAutoShaderCompilerThreads()
u32 VideoConfig::GetShaderCompilerThreads() const
{
+ // videocommon shader cache is currently broken on OGL, needs multiple contexts.
+ if (backend_info.api_type == APIType::OpenGL)
+ return 0;
+
if (iShaderCompilerThreads >= 0)
return static_cast<u32>(iShaderCompilerThreads);
else
@@ -195,6 +199,10 @@ u32 VideoConfig::GetShaderCompilerThreads() const
u32 VideoConfig::GetShaderPrecompilerThreads() const
{
+ // videocommon shader cache is currently broken on OGL, needs multiple contexts.
+ if (backend_info.api_type == APIType::OpenGL)
+ return 0;
+
if (iShaderPrecompilerThreads >= 0)
return static_cast<u32>(iShaderPrecompilerThreads);
else