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-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.cpp564
1 files changed, 1 insertions, 563 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index 5a01c59ec..4dd166156 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -20,307 +20,19 @@
#include "video_core/engines/maxwell_3d.h"
#include "video_core/engines/shader_type.h"
#include "video_core/memory_manager.h"
-#include "video_core/renderer_opengl/gl_arb_decompiler.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_cache.h"
-#include "video_core/renderer_opengl/gl_shader_decompiler.h"
-#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
#include "video_core/renderer_opengl/gl_state_tracker.h"
-#include "video_core/shader/memory_util.h"
-#include "video_core/shader/registry.h"
-#include "video_core/shader/shader_ir.h"
#include "video_core/shader_cache.h"
#include "video_core/shader_notify.h"
namespace OpenGL {
-using Tegra::Engines::ShaderType;
-using VideoCommon::Shader::GetShaderAddress;
-using VideoCommon::Shader::GetShaderCode;
-using VideoCommon::Shader::GetUniqueIdentifier;
-using VideoCommon::Shader::KERNEL_MAIN_OFFSET;
-using VideoCommon::Shader::ProgramCode;
-using VideoCommon::Shader::Registry;
-using VideoCommon::Shader::ShaderIR;
-using VideoCommon::Shader::STAGE_MAIN_OFFSET;
-
-namespace {
-
-constexpr VideoCommon::Shader::CompilerSettings COMPILER_SETTINGS{};
-
-/// Gets the shader type from a Maxwell program type
-constexpr GLenum GetGLShaderType(ShaderType shader_type) {
- switch (shader_type) {
- case ShaderType::Vertex:
- return GL_VERTEX_SHADER;
- case ShaderType::Geometry:
- return GL_GEOMETRY_SHADER;
- case ShaderType::Fragment:
- return GL_FRAGMENT_SHADER;
- case ShaderType::Compute:
- return GL_COMPUTE_SHADER;
- default:
- return GL_NONE;
- }
-}
-
-constexpr const char* GetShaderTypeName(ShaderType shader_type) {
- switch (shader_type) {
- case ShaderType::Vertex:
- return "VS";
- case ShaderType::TesselationControl:
- return "HS";
- case ShaderType::TesselationEval:
- return "DS";
- case ShaderType::Geometry:
- return "GS";
- case ShaderType::Fragment:
- return "FS";
- case ShaderType::Compute:
- return "CS";
- }
- return "UNK";
-}
-
-constexpr ShaderType GetShaderType(Maxwell::ShaderProgram program_type) {
- switch (program_type) {
- case Maxwell::ShaderProgram::VertexA:
- case Maxwell::ShaderProgram::VertexB:
- return ShaderType::Vertex;
- case Maxwell::ShaderProgram::TesselationControl:
- return ShaderType::TesselationControl;
- case Maxwell::ShaderProgram::TesselationEval:
- return ShaderType::TesselationEval;
- case Maxwell::ShaderProgram::Geometry:
- return ShaderType::Geometry;
- case Maxwell::ShaderProgram::Fragment:
- return ShaderType::Fragment;
- }
- return {};
-}
-
-constexpr GLenum AssemblyEnum(ShaderType shader_type) {
- switch (shader_type) {
- case ShaderType::Vertex:
- return GL_VERTEX_PROGRAM_NV;
- case ShaderType::TesselationControl:
- return GL_TESS_CONTROL_PROGRAM_NV;
- case ShaderType::TesselationEval:
- return GL_TESS_EVALUATION_PROGRAM_NV;
- case ShaderType::Geometry:
- return GL_GEOMETRY_PROGRAM_NV;
- case ShaderType::Fragment:
- return GL_FRAGMENT_PROGRAM_NV;
- case ShaderType::Compute:
- return GL_COMPUTE_PROGRAM_NV;
- }
- return {};
-}
-
-std::string MakeShaderID(u64 unique_identifier, ShaderType shader_type) {
- return fmt::format("{}{:016X}", GetShaderTypeName(shader_type), unique_identifier);
-}
-
-std::shared_ptr<Registry> MakeRegistry(const ShaderDiskCacheEntry& entry) {
- const VideoCore::GuestDriverProfile guest_profile{entry.texture_handler_size};
- const VideoCommon::Shader::SerializedRegistryInfo info{guest_profile, entry.bound_buffer,
- entry.graphics_info, entry.compute_info};
- auto registry = std::make_shared<Registry>(entry.type, info);
- for (const auto& [address, value] : entry.keys) {
- const auto [buffer, offset] = address;
- registry->InsertKey(buffer, offset, value);
- }
- for (const auto& [offset, sampler] : entry.bound_samplers) {
- registry->InsertBoundSampler(offset, sampler);
- }
- for (const auto& [key, sampler] : entry.bindless_samplers) {
- const auto [buffer, offset] = key;
- registry->InsertBindlessSampler(buffer, offset, sampler);
- }
- return registry;
-}
-
-std::unordered_set<GLenum> GetSupportedFormats() {
- GLint num_formats;
- glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
-
- std::vector<GLint> formats(num_formats);
- glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
-
- std::unordered_set<GLenum> supported_formats;
- for (const GLint format : formats) {
- supported_formats.insert(static_cast<GLenum>(format));
- }
- return supported_formats;
-}
-
-} // Anonymous namespace
-
-ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 unique_identifier,
- const ShaderIR& ir, const Registry& registry, bool hint_retrievable) {
- if (device.UseDriverCache()) {
- // Ignore hint retrievable if we are using the driver cache
- hint_retrievable = false;
- }
- const std::string shader_id = MakeShaderID(unique_identifier, shader_type);
- LOG_INFO(Render_OpenGL, "{}", shader_id);
-
- auto program = std::make_shared<ProgramHandle>();
-
- if (device.UseAssemblyShaders()) {
- const std::string arb =
- DecompileAssemblyShader(device, ir, registry, shader_type, shader_id);
-
- GLuint& arb_prog = program->assembly_program.handle;
-
-// Commented out functions signal OpenGL errors but are compatible with apitrace.
-// Use them only to capture and replay on apitrace.
-#if 0
- glGenProgramsNV(1, &arb_prog);
- glLoadProgramNV(AssemblyEnum(shader_type), arb_prog, static_cast<GLsizei>(arb.size()),
- reinterpret_cast<const GLubyte*>(arb.data()));
-#else
- glGenProgramsARB(1, &arb_prog);
- glNamedProgramStringEXT(arb_prog, AssemblyEnum(shader_type), GL_PROGRAM_FORMAT_ASCII_ARB,
- static_cast<GLsizei>(arb.size()), arb.data());
-#endif
- const auto err = reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV));
- if (err && *err) {
- LOG_CRITICAL(Render_OpenGL, "{}", err);
- LOG_INFO(Render_OpenGL, "\n{}", arb);
- }
- } else {
- const std::string glsl = DecompileShader(device, ir, registry, shader_type, shader_id);
- OGLShader shader;
- shader.Create(glsl.c_str(), GetGLShaderType(shader_type));
-
- program->source_program.Create(true, hint_retrievable, shader.handle);
- }
-
- return program;
-}
-
-Shader::Shader(std::shared_ptr<Registry> registry_, ShaderEntries entries_,
- ProgramSharedPtr program_, bool is_built_)
- : registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)},
- is_built{is_built_} {
- handle = program->assembly_program.handle;
- if (handle == 0) {
- handle = program->source_program.handle;
- }
- if (is_built) {
- ASSERT(handle != 0);
- }
-}
+Shader::Shader() = default;
Shader::~Shader() = default;
-GLuint Shader::GetHandle() const {
- DEBUG_ASSERT(registry->IsConsistent());
- return handle;
-}
-
-bool Shader::IsBuilt() const {
- return is_built;
-}
-
-void Shader::AsyncOpenGLBuilt(OGLProgram new_program) {
- program->source_program = std::move(new_program);
- handle = program->source_program.handle;
- is_built = true;
-}
-
-void Shader::AsyncGLASMBuilt(OGLAssemblyProgram new_program) {
- program->assembly_program = std::move(new_program);
- handle = program->assembly_program.handle;
- is_built = true;
-}
-
-std::unique_ptr<Shader> Shader::CreateStageFromMemory(
- const ShaderParameters& params, Maxwell::ShaderProgram program_type, ProgramCode code,
- ProgramCode code_b, VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr) {
- const auto shader_type = GetShaderType(program_type);
-
- auto& gpu = params.gpu;
- gpu.ShaderNotify().MarkSharderBuilding();
-
- auto registry = std::make_shared<Registry>(shader_type, gpu.Maxwell3D());
- if (!async_shaders.IsShaderAsync(gpu) || !params.device.UseAsynchronousShaders()) {
- const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
- // TODO(Rodrigo): Handle VertexA shaders
- // std::optional<ShaderIR> ir_b;
- // if (!code_b.empty()) {
- // ir_b.emplace(code_b, STAGE_MAIN_OFFSET);
- // }
- auto program =
- BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
- ShaderDiskCacheEntry entry;
- entry.type = shader_type;
- entry.code = std::move(code);
- entry.code_b = std::move(code_b);
- entry.unique_identifier = params.unique_identifier;
- entry.bound_buffer = registry->GetBoundBuffer();
- entry.graphics_info = registry->GetGraphicsInfo();
- entry.keys = registry->GetKeys();
- entry.bound_samplers = registry->GetBoundSamplers();
- entry.bindless_samplers = registry->GetBindlessSamplers();
- params.disk_cache.SaveEntry(std::move(entry));
-
- gpu.ShaderNotify().MarkShaderComplete();
-
- return std::unique_ptr<Shader>(new Shader(std::move(registry),
- MakeEntries(params.device, ir, shader_type),
- std::move(program), true));
- } else {
- // Required for entries
- const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
- auto entries = MakeEntries(params.device, ir, shader_type);
-
- async_shaders.QueueOpenGLShader(params.device, shader_type, params.unique_identifier,
- std::move(code), std::move(code_b), STAGE_MAIN_OFFSET,
- COMPILER_SETTINGS, *registry, cpu_addr);
-
- auto program = std::make_shared<ProgramHandle>();
- return std::unique_ptr<Shader>(
- new Shader(std::move(registry), std::move(entries), std::move(program), false));
- }
-}
-
-std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& params,
- ProgramCode code) {
- auto& gpu = params.gpu;
- gpu.ShaderNotify().MarkSharderBuilding();
-
- auto registry = std::make_shared<Registry>(ShaderType::Compute, params.engine);
- const ShaderIR ir(code, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
- const u64 uid = params.unique_identifier;
- auto program = BuildShader(params.device, ShaderType::Compute, uid, ir, *registry);
-
- ShaderDiskCacheEntry entry;
- entry.type = ShaderType::Compute;
- entry.code = std::move(code);
- entry.unique_identifier = uid;
- entry.bound_buffer = registry->GetBoundBuffer();
- entry.compute_info = registry->GetComputeInfo();
- entry.keys = registry->GetKeys();
- entry.bound_samplers = registry->GetBoundSamplers();
- entry.bindless_samplers = registry->GetBindlessSamplers();
- params.disk_cache.SaveEntry(std::move(entry));
-
- gpu.ShaderNotify().MarkShaderComplete();
-
- return std::unique_ptr<Shader>(new Shader(std::move(registry),
- MakeEntries(params.device, ir, ShaderType::Compute),
- std::move(program)));
-}
-
-std::unique_ptr<Shader> Shader::CreateFromCache(const ShaderParameters& params,
- const PrecompiledShader& precompiled_shader) {
- return std::unique_ptr<Shader>(new Shader(
- precompiled_shader.registry, precompiled_shader.entries, precompiled_shader.program));
-}
-
ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer_,
Core::Frontend::EmuWindow& emu_window_, Tegra::GPU& gpu_,
Tegra::Engines::Maxwell3D& maxwell3d_,
@@ -331,278 +43,4 @@ ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer_,
ShaderCacheOpenGL::~ShaderCacheOpenGL() = default;
-void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, std::stop_token stop_loading,
- const VideoCore::DiskResourceLoadCallback& callback) {
- disk_cache.BindTitleID(title_id);
- const std::optional transferable = disk_cache.LoadTransferable();
-
- LOG_INFO(Render_OpenGL, "Total Shader Count: {}",
- transferable.has_value() ? transferable->size() : 0);
-
- if (!transferable) {
- return;
- }
-
- std::vector<ShaderDiskCachePrecompiled> gl_cache;
- if (!device.UseAssemblyShaders() && !device.UseDriverCache()) {
- // Only load precompiled cache when we are not using assembly shaders
- gl_cache = disk_cache.LoadPrecompiled();
- }
- const auto supported_formats = GetSupportedFormats();
-
- // Track if precompiled cache was altered during loading to know if we have to
- // serialize the virtual precompiled cache file back to the hard drive
- bool precompiled_cache_altered = false;
-
- // Inform the frontend about shader build initialization
- if (callback) {
- callback(VideoCore::LoadCallbackStage::Build, 0, transferable->size());
- }
-
- std::mutex mutex;
- std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
- std::atomic_bool gl_cache_failed = false;
-
- const auto find_precompiled = [&gl_cache](u64 id) {
- return std::ranges::find(gl_cache, id, &ShaderDiskCachePrecompiled::unique_identifier);
- };
-
- const auto worker = [&](Core::Frontend::GraphicsContext* context, std::size_t begin,
- std::size_t end) {
- const auto scope = context->Acquire();
-
- for (std::size_t i = begin; i < end; ++i) {
- if (stop_loading.stop_requested()) {
- return;
- }
- const auto& entry = (*transferable)[i];
- const u64 uid = entry.unique_identifier;
- const auto it = find_precompiled(uid);
- const auto precompiled_entry = it != gl_cache.end() ? &*it : nullptr;
-
- const bool is_compute = entry.type == ShaderType::Compute;
- const u32 main_offset = is_compute ? KERNEL_MAIN_OFFSET : STAGE_MAIN_OFFSET;
- auto registry = MakeRegistry(entry);
- const ShaderIR ir(entry.code, main_offset, COMPILER_SETTINGS, *registry);
-
- ProgramSharedPtr program;
- if (precompiled_entry) {
- // If the shader is precompiled, attempt to load it with
- program = GeneratePrecompiledProgram(entry, *precompiled_entry, supported_formats);
- if (!program) {
- gl_cache_failed = true;
- }
- }
- if (!program) {
- // Otherwise compile it from GLSL
- program = BuildShader(device, entry.type, uid, ir, *registry, true);
- }
-
- PrecompiledShader shader;
- shader.program = std::move(program);
- shader.registry = std::move(registry);
- shader.entries = MakeEntries(device, ir, entry.type);
-
- std::scoped_lock lock{mutex};
- if (callback) {
- callback(VideoCore::LoadCallbackStage::Build, ++built_shaders,
- transferable->size());
- }
- runtime_cache.emplace(entry.unique_identifier, std::move(shader));
- }
- };
-
- const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())};
- const std::size_t bucket_size{transferable->size() / num_workers};
- std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
- std::vector<std::thread> threads(num_workers);
- for (std::size_t i = 0; i < num_workers; ++i) {
- const bool is_last_worker = i + 1 == num_workers;
- const std::size_t start{bucket_size * i};
- const std::size_t end{is_last_worker ? transferable->size() : start + bucket_size};
-
- // On some platforms the shared context has to be created from the GUI thread
- contexts[i] = emu_window.CreateSharedContext();
- threads[i] = std::thread(worker, contexts[i].get(), start, end);
- }
- for (auto& thread : threads) {
- thread.join();
- }
-
- if (gl_cache_failed) {
- // Invalidate the precompiled cache if a shader dumped shader was rejected
- disk_cache.InvalidatePrecompiled();
- precompiled_cache_altered = true;
- return;
- }
- if (stop_loading.stop_requested()) {
- return;
- }
-
- if (device.UseAssemblyShaders() || device.UseDriverCache()) {
- // Don't store precompiled binaries for assembly shaders or when using the driver cache
- return;
- }
-
- // TODO(Rodrigo): Do state tracking for transferable shaders and do a dummy draw
- // before precompiling them
-
- for (std::size_t i = 0; i < transferable->size(); ++i) {
- const u64 id = (*transferable)[i].unique_identifier;
- const auto it = find_precompiled(id);
- if (it == gl_cache.end()) {
- const GLuint program = runtime_cache.at(id).program->source_program.handle;
- disk_cache.SavePrecompiled(id, program);
- precompiled_cache_altered = true;
- }
- }
-
- if (precompiled_cache_altered) {
- disk_cache.SaveVirtualPrecompiledFile();
- }
-}
-
-ProgramSharedPtr ShaderCacheOpenGL::GeneratePrecompiledProgram(
- const ShaderDiskCacheEntry& entry, const ShaderDiskCachePrecompiled& precompiled_entry,
- const std::unordered_set<GLenum>& supported_formats) {
- if (!supported_formats.contains(precompiled_entry.binary_format)) {
- LOG_INFO(Render_OpenGL, "Precompiled cache entry with unsupported format, removing");
- return {};
- }
-
- auto program = std::make_shared<ProgramHandle>();
- GLuint& handle = program->source_program.handle;
- handle = glCreateProgram();
- glProgramParameteri(handle, GL_PROGRAM_SEPARABLE, GL_TRUE);
- glProgramBinary(handle, precompiled_entry.binary_format, precompiled_entry.binary.data(),
- static_cast<GLsizei>(precompiled_entry.binary.size()));
-
- GLint link_status;
- glGetProgramiv(handle, GL_LINK_STATUS, &link_status);
- if (link_status == GL_FALSE) {
- LOG_INFO(Render_OpenGL, "Precompiled cache rejected by the driver, removing");
- return {};
- }
-
- return program;
-}
-
-Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program,
- VideoCommon::Shader::AsyncShaders& async_shaders) {
- if (!maxwell3d.dirty.flags[Dirty::Shaders]) {
- auto* last_shader = last_shaders[static_cast<std::size_t>(program)];
- if (last_shader->IsBuilt()) {
- return last_shader;
- }
- }
-
- const GPUVAddr address{GetShaderAddress(maxwell3d, program)};
-
- if (device.UseAsynchronousShaders() && async_shaders.HasCompletedWork()) {
- auto completed_work = async_shaders.GetCompletedWork();
- for (auto& work : completed_work) {
- Shader* shader = TryGet(work.cpu_address);
- gpu.ShaderNotify().MarkShaderComplete();
- if (shader == nullptr) {
- continue;
- }
- using namespace VideoCommon::Shader;
- if (work.backend == AsyncShaders::Backend::OpenGL) {
- shader->AsyncOpenGLBuilt(std::move(work.program.opengl));
- } else if (work.backend == AsyncShaders::Backend::GLASM) {
- shader->AsyncGLASMBuilt(std::move(work.program.glasm));
- }
-
- auto& registry = shader->GetRegistry();
-
- ShaderDiskCacheEntry entry;
- entry.type = work.shader_type;
- entry.code = std::move(work.code);
- entry.code_b = std::move(work.code_b);
- entry.unique_identifier = work.uid;
- entry.bound_buffer = registry.GetBoundBuffer();
- entry.graphics_info = registry.GetGraphicsInfo();
- entry.keys = registry.GetKeys();
- entry.bound_samplers = registry.GetBoundSamplers();
- entry.bindless_samplers = registry.GetBindlessSamplers();
- disk_cache.SaveEntry(std::move(entry));
- }
- }
-
- // Look up shader in the cache based on address
- const std::optional<VAddr> cpu_addr{gpu_memory.GpuToCpuAddress(address)};
- if (Shader* const shader{cpu_addr ? TryGet(*cpu_addr) : null_shader.get()}) {
- return last_shaders[static_cast<std::size_t>(program)] = shader;
- }
-
- const u8* const host_ptr{gpu_memory.GetPointer(address)};
-
- // No shader found - create a new one
- ProgramCode code{GetShaderCode(gpu_memory, address, host_ptr, false)};
- ProgramCode code_b;
- if (program == Maxwell::ShaderProgram::VertexA) {
- const GPUVAddr address_b{GetShaderAddress(maxwell3d, Maxwell::ShaderProgram::VertexB)};
- const u8* host_ptr_b = gpu_memory.GetPointer(address_b);
- code_b = GetShaderCode(gpu_memory, address_b, host_ptr_b, false);
- }
- const std::size_t code_size = code.size() * sizeof(u64);
-
- const u64 unique_identifier = GetUniqueIdentifier(
- GetShaderType(program), program == Maxwell::ShaderProgram::VertexA, code, code_b);
-
- const ShaderParameters params{gpu, maxwell3d, disk_cache, device,
- *cpu_addr, host_ptr, unique_identifier};
-
- std::unique_ptr<Shader> shader;
- const auto found = runtime_cache.find(unique_identifier);
- if (found == runtime_cache.end()) {
- shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b),
- async_shaders, cpu_addr.value_or(0));
- } else {
- shader = Shader::CreateFromCache(params, found->second);
- }
-
- Shader* const result = shader.get();
- if (cpu_addr) {
- Register(std::move(shader), *cpu_addr, code_size);
- } else {
- null_shader = std::move(shader);
- }
-
- return last_shaders[static_cast<std::size_t>(program)] = result;
-}
-
-Shader* ShaderCacheOpenGL::GetComputeKernel(GPUVAddr code_addr) {
- const std::optional<VAddr> cpu_addr{gpu_memory.GpuToCpuAddress(code_addr)};
-
- if (Shader* const kernel = cpu_addr ? TryGet(*cpu_addr) : null_kernel.get()) {
- return kernel;
- }
-
- // No kernel found, create a new one
- const u8* host_ptr{gpu_memory.GetPointer(code_addr)};
- ProgramCode code{GetShaderCode(gpu_memory, code_addr, host_ptr, true)};
- const std::size_t code_size{code.size() * sizeof(u64)};
- const u64 unique_identifier{GetUniqueIdentifier(ShaderType::Compute, false, code)};
-
- const ShaderParameters params{gpu, kepler_compute, disk_cache, device,
- *cpu_addr, host_ptr, unique_identifier};
-
- std::unique_ptr<Shader> kernel;
- const auto found = runtime_cache.find(unique_identifier);
- if (found == runtime_cache.end()) {
- kernel = Shader::CreateKernelFromMemory(params, std::move(code));
- } else {
- kernel = Shader::CreateFromCache(params, found->second);
- }
-
- Shader* const result = kernel.get();
- if (cpu_addr) {
- Register(std::move(kernel), *cpu_addr, code_size);
- } else {
- null_kernel = std::move(kernel);
- }
- return result;
-}
-
} // namespace OpenGL