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// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <cstring>
#include <map>
#include <memory>
#include <optional>
#include <string>
#include <unordered_map>
#include <utility>
#include "Common/CommonTypes.h"
#include "Common/File.h"
#include "Common/LinearDiskCache.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GXPipelineTypes.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureConverterShaderGen.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
class NativeVertexFormat;
enum class AbstractTextureFormat : u32;
enum class APIType;
enum class TextureFormat;
enum class TLUTFormat;
namespace VideoCommon
{
class ShaderCache final
{
public:
ShaderCache();
~ShaderCache();
// Perform at startup, create descriptor layouts, compiles all static shaders.
bool Initialize();
void Shutdown();
// Compiles/loads cached shaders.
void InitializeShaderCache();
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config = host_config; }
// Reloads/recreates all shaders and pipelines.
void Reload();
// Retrieves all pending shaders/pipelines from the async compiler.
void RetrieveAsyncShaders();
// Accesses ShaderGen shader caches
const AbstractPipeline* GetPipelineForUid(const GXPipelineUid& uid);
const AbstractPipeline* GetUberPipelineForUid(const GXUberPipelineUid& uid);
// Accesses ShaderGen shader caches asynchronously.
// The optional will be empty if this pipeline is now background compiling.
std::optional<const AbstractPipeline*> GetPipelineForUidAsync(const GXPipelineUid& uid);
// Shared shaders
const AbstractShader* GetScreenQuadVertexShader() const
{
return m_screen_quad_vertex_shader.get();
}
const AbstractShader* GetTextureCopyVertexShader() const
{
return m_texture_copy_vertex_shader.get();
}
const AbstractShader* GetEFBCopyVertexShader() const { return m_efb_copy_vertex_shader.get(); }
const AbstractShader* GetTexcoordGeometryShader() const
{
return m_texcoord_geometry_shader.get();
}
const AbstractShader* GetTextureCopyPixelShader() const
{
return m_texture_copy_pixel_shader.get();
}
const AbstractShader* GetColorGeometryShader() const { return m_color_geometry_shader.get(); }
const AbstractShader* GetColorPixelShader() const { return m_color_pixel_shader.get(); }
// EFB copy to RAM/VRAM pipelines
const AbstractPipeline*
GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid);
const AbstractPipeline* GetEFBCopyToRAMPipeline(const EFBCopyParams& uid);
// RGBA8 framebuffer copy pipelines
const AbstractPipeline* GetRGBA8CopyPipeline() const { return m_copy_rgba8_pipeline.get(); }
const AbstractPipeline* GetRGBA8StereoCopyPipeline() const
{
return m_rgba8_stereo_copy_pipeline.get();
}
// Palette texture conversion pipelines
const AbstractPipeline* GetPaletteConversionPipeline(TLUTFormat format);
// Texture reinterpret pipelines
const AbstractPipeline* GetTextureReinterpretPipeline(TextureFormat from_format,
TextureFormat to_format);
// Texture decoding compute shaders
const AbstractShader* GetTextureDecodingShader(TextureFormat format, TLUTFormat palette_format);
private:
static constexpr size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
void WaitForAsyncCompiler();
void LoadCaches();
void ClearCaches();
void LoadPipelineUIDCache();
void ClosePipelineUIDCache();
void CompileMissingPipelines();
void QueueUberShaderPipelines();
bool CompileSharedPipelines();
// GX shader compiler methods
std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid) const;
std::unique_ptr<AbstractShader>
CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const;
std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid) const;
std::unique_ptr<AbstractShader>
CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const;
const AbstractShader* InsertVertexShader(const VertexShaderUid& uid,
std::unique_ptr<AbstractShader> shader);
const AbstractShader* InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
std::unique_ptr<AbstractShader> shader);
const AbstractShader* InsertPixelShader(const PixelShaderUid& uid,
std::unique_ptr<AbstractShader> shader);
const AbstractShader* InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
std::unique_ptr<AbstractShader> shader);
const AbstractShader* CreateGeometryShader(const GeometryShaderUid& uid);
bool NeedsGeometryShader(const GeometryShaderUid& uid) const;
// Should we use geometry shaders for EFB copies?
bool UseGeometryShaderForEFBCopies() const;
// GX pipeline compiler methods
AbstractPipelineConfig
GetGXPipelineConfig(const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
const RasterizationState& rasterization_state, const DepthState& depth_state,
const BlendingState& blending_state);
std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXPipelineUid& uid);
std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXUberPipelineUid& uid);
const AbstractPipeline* InsertGXPipeline(const GXPipelineUid& config,
std::unique_ptr<AbstractPipeline> pipeline);
const AbstractPipeline* InsertGXUberPipeline(const GXUberPipelineUid& config,
std::unique_ptr<AbstractPipeline> pipeline);
void AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid);
void AppendGXPipelineUID(const GXPipelineUid& config);
// ASync Compiler Methods
void QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority);
void QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority);
void QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority);
void QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority);
void QueuePipelineCompile(const GXPipelineUid& uid, u32 priority);
void QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority);
// Populating various caches.
template <ShaderStage stage, typename K, typename T>
void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid);
template <typename T>
void ClearShaderCache(T& cache);
template <typename KeyType, typename DiskKeyType, typename T>
void LoadPipelineCache(T& cache, LinearDiskCache<DiskKeyType, u8>& disk_cache, APIType api_type,
const char* type, bool include_gameid);
template <typename T, typename Y>
void ClearPipelineCache(T& cache, Y& disk_cache);
// Priorities for compiling. The lower the value, the sooner the pipeline is compiled.
// The shader cache is compiled last, as it is the least likely to be required. On demand
// shaders are always compiled before pending ubershaders, as we want to use the ubershader
// for as few frames as possible, otherwise we risk framerate drops.
enum : u32
{
COMPILE_PRIORITY_ONDEMAND_PIPELINE = 100,
COMPILE_PRIORITY_UBERSHADER_PIPELINE = 200,
COMPILE_PRIORITY_SHADERCACHE_PIPELINE = 300
};
// Configuration bits.
APIType m_api_type;
ShaderHostConfig m_host_config = {};
std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
// Shared shaders
std::unique_ptr<AbstractShader> m_screen_quad_vertex_shader;
std::unique_ptr<AbstractShader> m_texture_copy_vertex_shader;
std::unique_ptr<AbstractShader> m_efb_copy_vertex_shader;
std::unique_ptr<AbstractShader> m_texcoord_geometry_shader;
std::unique_ptr<AbstractShader> m_color_geometry_shader;
std::unique_ptr<AbstractShader> m_texture_copy_pixel_shader;
std::unique_ptr<AbstractShader> m_color_pixel_shader;
// GX Shader Caches
template <typename Uid>
struct ShaderModuleCache
{
struct Shader
{
std::unique_ptr<AbstractShader> shader;
bool pending;
};
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
std::map<GXPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>> m_gx_pipeline_cache;
std::map<GXUberPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
m_gx_uber_pipeline_cache;
File::IOFile m_gx_pipeline_uid_cache_file;
LinearDiskCache<SerializedGXPipelineUid, u8> m_gx_pipeline_disk_cache;
LinearDiskCache<SerializedGXUberPipelineUid, u8> m_gx_uber_pipeline_disk_cache;
// EFB copy to VRAM/RAM pipelines
std::map<TextureConversionShaderGen::TCShaderUid, std::unique_ptr<AbstractPipeline>>
m_efb_copy_to_vram_pipelines;
std::map<EFBCopyParams, std::unique_ptr<AbstractPipeline>> m_efb_copy_to_ram_pipelines;
// Copy pipeline for RGBA8 textures
std::unique_ptr<AbstractPipeline> m_copy_rgba8_pipeline;
std::unique_ptr<AbstractPipeline> m_rgba8_stereo_copy_pipeline;
// Palette conversion pipelines
std::array<std::unique_ptr<AbstractPipeline>, NUM_PALETTE_CONVERSION_SHADERS>
m_palette_conversion_pipelines;
// Texture reinterpreting pipeline
std::map<std::pair<TextureFormat, TextureFormat>, std::unique_ptr<AbstractPipeline>>
m_texture_reinterpret_pipelines;
// Texture decoding shaders
std::map<std::pair<u32, u32>, std::unique_ptr<AbstractShader>> m_texture_decoding_shaders;
};
} // namespace VideoCommon
extern std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
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