// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "common/assert.h" #include "common/common_types.h" #include "common/file_util.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_shader_gen.h" namespace OpenGL { using ProgramCode = std::vector; using Maxwell = Tegra::Engines::Maxwell3D::Regs; struct BaseBindings { private: auto Tie() const { return std::tie(cbuf, gmem, sampler); } public: u32 cbuf{}; u32 gmem{}; u32 sampler{}; bool operator<(const BaseBindings& rhs) const { return Tie() < rhs.Tie(); } bool operator==(const BaseBindings& rhs) const { return Tie() == rhs.Tie(); } bool operator!=(const BaseBindings& rhs) const { return !this->operator==(rhs); } }; class ShaderDiskCacheRaw { public: explicit ShaderDiskCacheRaw(FileUtil::IOFile& file); explicit ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type, u32 program_code_size, u32 program_code_size_b, ProgramCode program_code, ProgramCode program_code_b) : unique_identifier{unique_identifier}, program_type{program_type}, program_code_size{program_code_size}, program_code_size_b{program_code_size_b}, program_code{std::move(program_code)}, program_code_b{std::move(program_code_b)} {} void Save(FileUtil::IOFile& file) const; u64 GetUniqueIdentifier() const { return unique_identifier; } bool HasProgramA() const { return program_type == Maxwell::ShaderProgram::VertexA; } Maxwell::ShaderProgram GetProgramType() const { return program_type; } Maxwell::ShaderStage GetProgramStage() const { switch (program_type) { case Maxwell::ShaderProgram::VertexA: case Maxwell::ShaderProgram::VertexB: return Maxwell::ShaderStage::Vertex; case Maxwell::ShaderProgram::TesselationControl: return Maxwell::ShaderStage::TesselationControl; case Maxwell::ShaderProgram::TesselationEval: return Maxwell::ShaderStage::TesselationEval; case Maxwell::ShaderProgram::Geometry: return Maxwell::ShaderStage::Geometry; case Maxwell::ShaderProgram::Fragment: return Maxwell::ShaderStage::Fragment; } UNREACHABLE(); } const ProgramCode& GetProgramCode() const { return program_code; } const ProgramCode& GetProgramCodeB() const { return program_code_b; } private: u64 unique_identifier{}; Maxwell::ShaderProgram program_type{}; u32 program_code_size{}; u32 program_code_size_b{}; ProgramCode program_code; ProgramCode program_code_b; }; struct ShaderDiskCacheUsage { private: auto Tie() const { return std::tie(unique_identifier, bindings, primitive); } public: u64 unique_identifier{}; BaseBindings bindings; GLenum primitive{}; bool operator<(const ShaderDiskCacheUsage& rhs) const { return Tie() < rhs.Tie(); } bool operator==(const ShaderDiskCacheUsage& rhs) const { return Tie() == rhs.Tie(); } bool operator!=(const ShaderDiskCacheUsage& rhs) const { return !this->operator==(rhs); } }; class ShaderDiskCacheOpenGL { public: /// Saves a raw dump to the transferable file. Checks for collisions. void SaveRaw(const ShaderDiskCacheRaw& entry); /// Saves shader usage to the transferable file. Does not check for collisions. void SaveUsage(const ShaderDiskCacheUsage& usage); private: /// Opens current game's transferable file and write it's header if it doesn't exist FileUtil::IOFile AppendTransferableFile() const; /// Create shader disk cache directories. Returns true on success. bool EnsureDirectories() const; /// Gets current game's transferable file path std::string GetTransferablePath() const; /// Gets current game's precompiled file path std::string GetPrecompiledPath() const; /// Get user's transferable directory path std::string GetTransferableDir() const; /// Get user's precompiled directory path std::string GetPrecompiledDir() const; /// Get user's shader directory path std::string GetBaseDir() const; // Stored transferable shaders std::map> transferable; }; } // namespace OpenGL