// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/assert.h" #include "common/common_paths.h" #include "common/common_types.h" #include "common/file_util.h" #include "common/logging/log.h" #include "common/scm_rev.h" #include "common/zstd_compression.h" #include "core/core.h" #include "core/hle/kernel/process.h" #include "core/settings.h" #include "video_core/engines/shader_type.h" #include "video_core/renderer_opengl/gl_shader_cache.h" #include "video_core/renderer_opengl/gl_shader_disk_cache.h" namespace OpenGL { using Tegra::Engines::ShaderType; using VideoCommon::Shader::BindlessSamplerMap; using VideoCommon::Shader::BoundSamplerMap; using VideoCommon::Shader::KeyMap; namespace { using VideoCommon::Shader::SeparateSamplerKey; using ShaderCacheVersionHash = std::array; struct ConstBufferKey { u32 cbuf = 0; u32 offset = 0; u32 value = 0; }; struct BoundSamplerEntry { u32 offset = 0; Tegra::Engines::SamplerDescriptor sampler; }; struct SeparateSamplerEntry { u32 cbuf1 = 0; u32 cbuf2 = 0; u32 offset1 = 0; u32 offset2 = 0; Tegra::Engines::SamplerDescriptor sampler; }; struct BindlessSamplerEntry { u32 cbuf = 0; u32 offset = 0; Tegra::Engines::SamplerDescriptor sampler; }; constexpr u32 NativeVersion = 21; ShaderCacheVersionHash GetShaderCacheVersionHash() { ShaderCacheVersionHash hash{}; const std::size_t length = std::min(std::strlen(Common::g_shader_cache_version), hash.size()); std::memcpy(hash.data(), Common::g_shader_cache_version, length); return hash; } } // Anonymous namespace ShaderDiskCacheEntry::ShaderDiskCacheEntry() = default; ShaderDiskCacheEntry::~ShaderDiskCacheEntry() = default; bool ShaderDiskCacheEntry::Load(FileUtil::IOFile& file) { if (file.ReadBytes(&type, sizeof(u32)) != sizeof(u32)) { return false; } u32 code_size; u32 code_size_b; if (file.ReadBytes(&code_size, sizeof(u32)) != sizeof(u32) || file.ReadBytes(&code_size_b, sizeof(u32)) != sizeof(u32)) { return false; } code.resize(code_size); code_b.resize(code_size_b); if (file.ReadArray(code.data(), code_size) != code_size) { return false; } if (HasProgramA() && file.ReadArray(code_b.data(), code_size_b) != code_size_b) { return false; } u8 is_texture_handler_size_known; u32 texture_handler_size_value; u32 num_keys; u32 num_bound_samplers; u32 num_separate_samplers; u32 num_bindless_samplers; if (file.ReadArray(&unique_identifier, 1) != 1 || file.ReadArray(&bound_buffer, 1) != 1 || file.ReadArray(&is_texture_handler_size_known, 1) != 1 || file.ReadArray(&texture_handler_size_value, 1) != 1 || file.ReadArray(&graphics_info, 1) != 1 || file.ReadArray(&compute_info, 1) != 1 || file.ReadArray(&num_keys, 1) != 1 || file.ReadArray(&num_bound_samplers, 1) != 1 || file.ReadArray(&num_separate_samplers, 1) != 1 || file.ReadArray(&num_bindless_samplers, 1) != 1) { return false; } if (is_texture_handler_size_known) { texture_handler_size = texture_handler_size_value; } std::vector flat_keys(num_keys); std::vector flat_bound_samplers(num_bound_samplers); std::vector flat_separate_samplers(num_separate_samplers); std::vector flat_bindless_samplers(num_bindless_samplers); if (file.ReadArray(flat_keys.data(), flat_keys.size()) != flat_keys.size() || file.ReadArray(flat_bound_samplers.data(), flat_bound_samplers.size()) != flat_bound_samplers.size() || file.ReadArray(flat_separate_samplers.data(), flat_separate_samplers.size()) != flat_separate_samplers.size() || file.ReadArray(flat_bindless_samplers.data(), flat_bindless_samplers.size()) != flat_bindless_samplers.size()) { return false; } for (const auto& entry : flat_keys) { keys.insert({{entry.cbuf, entry.offset}, entry.value}); } for (const auto& entry : flat_bound_samplers) { bound_samplers.emplace(entry.offset, entry.sampler); } for (const auto& entry : flat_separate_samplers) { SeparateSamplerKey key; key.buffers = {entry.cbuf1, entry.cbuf2}; key.offsets = {entry.offset1, entry.offset2}; separate_samplers.emplace(key, entry.sampler); } for (const auto& entry : flat_bindless_samplers) { bindless_samplers.insert({{entry.cbuf, entry.offset}, entry.sampler}); } return true; } bool ShaderDiskCacheEntry::Save(FileUtil::IOFile& file) const { if (file.WriteObject(static_cast(type)) != 1 || file.WriteObject(static_cast(code.size())) != 1 || file.WriteObject(static_cast(code_b.size())) != 1) { return false; } if (file.WriteArray(code.data(), code.size()) != code.size()) { return false; } if (HasProgramA() && file.WriteArray(code_b.data(), code_b.size()) != code_b.size()) { return false; } if (file.WriteObject(unique_identifier) != 1 || file.WriteObject(bound_buffer) != 1 || file.WriteObject(static_cast(texture_handler_size.has_value())) != 1 || file.WriteObject(texture_handler_size.value_or(0)) != 1 || file.WriteObject(graphics_info) != 1 || file.WriteObject(compute_info) != 1 || file.WriteObject(static_cast(keys.size())) != 1 || file.WriteObject(static_cast(bound_samplers.size())) != 1 || file.WriteObject(static_cast(separate_samplers.size())) != 1 || file.WriteObject(static_cast(bindless_samplers.size())) != 1) { return false; } std::vector flat_keys; flat_keys.reserve(keys.size()); for (const auto& [address, value] : keys) { flat_keys.push_back(ConstBufferKey{address.first, address.second, value}); } std::vector flat_bound_samplers; flat_bound_samplers.reserve(bound_samplers.size()); for (const auto& [address, sampler] : bound_samplers) { flat_bound_samplers.push_back(BoundSamplerEntry{address, sampler}); } std::vector flat_separate_samplers; flat_separate_samplers.reserve(separate_samplers.size()); for (const auto& [key, sampler] : separate_samplers) { SeparateSamplerEntry entry; std::tie(entry.cbuf1, entry.cbuf2) = key.buffers; std::tie(entry.offset1, entry.offset2) = key.offsets; entry.sampler = sampler; flat_separate_samplers.push_back(entry); } std::vector flat_bindless_samplers; flat_bindless_samplers.reserve(bindless_samplers.size()); for (const auto& [address, sampler] : bindless_samplers) { flat_bindless_samplers.push_back( BindlessSamplerEntry{address.first, address.second, sampler}); } return file.WriteArray(flat_keys.data(), flat_keys.size()) == flat_keys.size() && file.WriteArray(flat_bound_samplers.data(), flat_bound_samplers.size()) == flat_bound_samplers.size() && file.WriteArray(flat_separate_samplers.data(), flat_separate_samplers.size()) == flat_separate_samplers.size() && file.WriteArray(flat_bindless_samplers.data(), flat_bindless_samplers.size()) == flat_bindless_samplers.size(); } ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL(Core::System& system) : system{system} {} ShaderDiskCacheOpenGL::~ShaderDiskCacheOpenGL() = default; std::optional> ShaderDiskCacheOpenGL::LoadTransferable() { // Skip games without title id const bool has_title_id = system.CurrentProcess()->GetTitleID() != 0; if (!Settings::values.use_disk_shader_cache.GetValue() || !has_title_id) { return {}; } FileUtil::IOFile file(GetTransferablePath(), "rb"); if (!file.IsOpen()) { LOG_INFO(Render_OpenGL, "No transferable shader cache found"); is_usable = true; return {}; } u32 version{}; if (file.ReadBytes(&version, sizeof(version)) != sizeof(version)) { LOG_ERROR(Render_OpenGL, "Failed to get transferable cache version, skipping it"); return {}; } if (version < NativeVersion) { LOG_INFO(Render_OpenGL, "Transferable shader cache is old, removing"); file.Close(); InvalidateTransferable(); is_usable = true; return {}; } if (version > NativeVersion) { LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version " "of the emulator, skipping"); return {}; } // Version is valid, load the shaders std::vector entries; while (file.Tell() < file.GetSize()) { ShaderDiskCacheEntry& entry = entries.emplace_back(); if (!entry.Load(file)) { LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry, skipping"); return {}; } } is_usable = true; return {std::move(entries)}; } std::vector ShaderDiskCacheOpenGL::LoadPrecompiled() { if (!is_usable) { return {}; } FileUtil::IOFile file(GetPrecompiledPath(), "rb"); if (!file.IsOpen()) { LOG_INFO(Render_OpenGL, "No precompiled shader cache found"); return {}; } if (const auto result = LoadPrecompiledFile(file)) { return *result; } LOG_INFO(Render_OpenGL, "Failed to load precompiled cache"); file.Close(); InvalidatePrecompiled(); return {}; } std::optional> ShaderDiskCacheOpenGL::LoadPrecompiledFile( FileUtil::IOFile& file) { // Read compressed file from disk and decompress to virtual precompiled cache file std::vector compressed(file.GetSize()); file.ReadBytes(compressed.data(), compressed.size()); const std::vector decompressed = Common::Compression::DecompressDataZSTD(compressed); SaveArrayToPrecompiled(decompressed.data(), decompressed.size()); precompiled_cache_virtual_file_offset = 0; ShaderCacheVersionHash file_hash{}; if (!LoadArrayFromPrecompiled(file_hash.data(), file_hash.size())) { precompiled_cache_virtual_file_offset = 0; return {}; } if (GetShaderCacheVersionHash() != file_hash) { LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of the emulator"); precompiled_cache_virtual_file_offset = 0; return {}; } std::vector entries; while (precompiled_cache_virtual_file_offset < precompiled_cache_virtual_file.GetSize()) { u32 binary_size; auto& entry = entries.emplace_back(); if (!LoadObjectFromPrecompiled(entry.unique_identifier) || !LoadObjectFromPrecompiled(entry.binary_format) || !LoadObjectFromPrecompiled(binary_size)) { return {}; } entry.binary.resize(binary_size); if (!LoadArrayFromPrecompiled(entry.binary.data(), entry.binary.size())) { return {}; } } return entries; } void ShaderDiskCacheOpenGL::InvalidateTransferable() { if (!FileUtil::Delete(GetTransferablePath())) { LOG_ERROR(Render_OpenGL, "Failed to invalidate transferable file={}", GetTransferablePath()); } InvalidatePrecompiled(); } void ShaderDiskCacheOpenGL::InvalidatePrecompiled() { // Clear virtaul precompiled cache file precompiled_cache_virtual_file.Resize(0); if (!FileUtil::Delete(GetPrecompiledPath())) { LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath()); } } void ShaderDiskCacheOpenGL::SaveEntry(const ShaderDiskCacheEntry& entry) { if (!is_usable) { return; } const u64 id = entry.unique_identifier; if (stored_transferable.find(id) != stored_transferable.end()) { // The shader already exists return; } FileUtil::IOFile file = AppendTransferableFile(); if (!file.IsOpen()) { return; } if (!entry.Save(file)) { LOG_ERROR(Render_OpenGL, "Failed to save raw transferable cache entry, removing"); file.Close(); InvalidateTransferable(); return; } stored_transferable.insert(id); } void ShaderDiskCacheOpenGL::SavePrecompiled(u64 unique_identifier, GLuint program) { if (!is_usable) { return; } // TODO(Rodrigo): This is a design smell. I shouldn't be having to manually write the header // when writing the dump. This should be done the moment I get access to write to the virtual // file. if (precompiled_cache_virtual_file.GetSize() == 0) { SavePrecompiledHeaderToVirtualPrecompiledCache(); } GLint binary_length; glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length); GLenum binary_format; std::vector binary(binary_length); glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); if (!SaveObjectToPrecompiled(unique_identifier) || !SaveObjectToPrecompiled(binary_format) || !SaveObjectToPrecompiled(static_cast(binary.size())) || !SaveArrayToPrecompiled(binary.data(), binary.size())) { LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016X}, removing", unique_identifier); InvalidatePrecompiled(); } } FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const { if (!EnsureDirectories()) { return {}; } const auto transferable_path{GetTransferablePath()}; const bool existed = FileUtil::Exists(transferable_path); FileUtil::IOFile file(transferable_path, "ab"); if (!file.IsOpen()) { LOG_ERROR(Render_OpenGL, "Failed to open transferable cache in path={}", transferable_path); return {}; } if (!existed || file.GetSize() == 0) { // If the file didn't exist, write its version if (file.WriteObject(NativeVersion) != 1) { LOG_ERROR(Render_OpenGL, "Failed to write transferable cache version in path={}", transferable_path); return {}; } } return file; } void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() { const auto hash{GetShaderCacheVersionHash()}; if (!SaveArrayToPrecompiled(hash.data(), hash.size())) { LOG_ERROR( Render_OpenGL, "Failed to write precompiled cache version hash to virtual precompiled cache file"); } } void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() { precompiled_cache_virtual_file_offset = 0; const std::vector uncompressed = precompiled_cache_virtual_file.ReadAllBytes(); const std::vector compressed = Common::Compression::CompressDataZSTDDefault(uncompressed.data(), uncompressed.size()); const auto precompiled_path{GetPrecompiledPath()}; FileUtil::IOFile file(precompiled_path, "wb"); if (!file.IsOpen()) { LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path); return; } if (file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) { LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}", precompiled_path); } } bool ShaderDiskCacheOpenGL::EnsureDirectories() const { const auto CreateDir = [](const std::string& dir) { if (!FileUtil::CreateDir(dir)) { LOG_ERROR(Render_OpenGL, "Failed to create directory={}", dir); return false; } return true; }; return CreateDir(FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir)) && CreateDir(GetBaseDir()) && CreateDir(GetTransferableDir()) && CreateDir(GetPrecompiledDir()); } std::string ShaderDiskCacheOpenGL::GetTransferablePath() const { return FileUtil::SanitizePath(GetTransferableDir() + DIR_SEP_CHR + GetTitleID() + ".bin"); } std::string ShaderDiskCacheOpenGL::GetPrecompiledPath() const { return FileUtil::SanitizePath(GetPrecompiledDir() + DIR_SEP_CHR + GetTitleID() + ".bin"); } std::string ShaderDiskCacheOpenGL::GetTransferableDir() const { return GetBaseDir() + DIR_SEP "transferable"; } std::string ShaderDiskCacheOpenGL::GetPrecompiledDir() const { return GetBaseDir() + DIR_SEP "precompiled"; } std::string ShaderDiskCacheOpenGL::GetBaseDir() const { return FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir) + DIR_SEP "opengl"; } std::string ShaderDiskCacheOpenGL::GetTitleID() const { return fmt::format("{:016X}", system.CurrentProcess()->GetTitleID()); } } // namespace OpenGL