dolphin/Source/Core/VideoBackends/D3D12/ShaderCache.cpp

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// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/LinearDiskCache.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DShader.h"
#include "VideoBackends/D3D12/ShaderCache.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoCommon.h"
namespace DX12
{
// Primitive topology type is always triangle, unless the GS stage is used. This is consumed
// by the PSO created in Renderer::ApplyState.
static D3D12_PRIMITIVE_TOPOLOGY_TYPE s_current_primitive_topology =
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
using GsBytecodeCache = std::map<GeometryShaderUid, D3D12_SHADER_BYTECODE>;
using PsBytecodeCache = std::map<PixelShaderUid, D3D12_SHADER_BYTECODE>;
using VsBytecodeCache = std::map<VertexShaderUid, D3D12_SHADER_BYTECODE>;
GsBytecodeCache s_gs_bytecode_cache;
PsBytecodeCache s_ps_bytecode_cache;
VsBytecodeCache s_vs_bytecode_cache;
// Used to keep track of blobs to release at Shutdown time.
static std::vector<ID3DBlob*> s_shader_blob_list;
static LinearDiskCache<GeometryShaderUid, u8> s_gs_disk_cache;
static LinearDiskCache<PixelShaderUid, u8> s_ps_disk_cache;
static LinearDiskCache<VertexShaderUid, u8> s_vs_disk_cache;
static D3D12_SHADER_BYTECODE s_last_geometry_shader_bytecode;
static D3D12_SHADER_BYTECODE s_last_pixel_shader_bytecode;
static D3D12_SHADER_BYTECODE s_last_vertex_shader_bytecode;
static GeometryShaderUid s_last_geometry_shader_uid;
static PixelShaderUid s_last_pixel_shader_uid;
static VertexShaderUid s_last_vertex_shader_uid;
template <class UidType, class ShaderCacheType, ShaderCacheType* cache>
class ShaderCacheInserter final : public LinearDiskCacheReader<UidType, u8>
{
public:
void Read(const UidType& key, const u8* value, u32 value_size)
{
ID3DBlob* blob = nullptr;
CheckHR(d3d_create_blob(value_size, &blob));
memcpy(blob->GetBufferPointer(), value, value_size);
ShaderCache::InsertByteCode<UidType, ShaderCacheType>(key, cache, blob);
}
};
void ShaderCache::Init()
{
// This class intentionally shares its shader cache files with DX11, as the shaders are (right
// now) identical.
// Reduces unnecessary compilation when switching between APIs.
s_last_geometry_shader_bytecode = {};
s_last_pixel_shader_bytecode = {};
s_last_vertex_shader_bytecode = {};
s_last_geometry_shader_uid = {};
s_last_pixel_shader_uid = {};
s_last_vertex_shader_uid = {};
if (g_ActiveConfig.bShaderCache)
{
// Ensure shader cache directory exists..
std::string shader_cache_path = File::GetUserPath(D_SHADERCACHE_IDX);
if (!File::Exists(shader_cache_path))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
const std::string& title_game_id = SConfig::GetInstance().GetGameID();
std::string gs_cache_filename =
StringFromFormat("%sdx11-%s-gs.cache", shader_cache_path.c_str(), title_game_id.c_str());
std::string ps_cache_filename =
StringFromFormat("%sdx11-%s-ps.cache", shader_cache_path.c_str(), title_game_id.c_str());
std::string vs_cache_filename =
StringFromFormat("%sdx11-%s-vs.cache", shader_cache_path.c_str(), title_game_id.c_str());
ShaderCacheInserter<GeometryShaderUid, GsBytecodeCache, &s_gs_bytecode_cache> gs_inserter;
s_gs_disk_cache.OpenAndRead(gs_cache_filename, gs_inserter);
ShaderCacheInserter<PixelShaderUid, PsBytecodeCache, &s_ps_bytecode_cache> ps_inserter;
s_ps_disk_cache.OpenAndRead(ps_cache_filename, ps_inserter);
ShaderCacheInserter<VertexShaderUid, VsBytecodeCache, &s_vs_bytecode_cache> vs_inserter;
s_vs_disk_cache.OpenAndRead(vs_cache_filename, vs_inserter);
}
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
SETSTAT(stats.numPixelShadersCreated, static_cast<int>(s_ps_bytecode_cache.size()));
SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
SETSTAT(stats.numVertexShadersCreated, static_cast<int>(s_vs_bytecode_cache.size()));
}
void ShaderCache::Clear()
{
for (auto& iter : s_shader_blob_list)
SAFE_RELEASE(iter);
s_shader_blob_list.clear();
s_gs_bytecode_cache.clear();
s_ps_bytecode_cache.clear();
s_vs_bytecode_cache.clear();
s_last_geometry_shader_bytecode = {};
s_last_geometry_shader_uid = {};
s_last_pixel_shader_bytecode = {};
s_last_pixel_shader_uid = {};
s_last_vertex_shader_bytecode = {};
s_last_vertex_shader_uid = {};
}
void ShaderCache::Shutdown()
{
Clear();
s_gs_disk_cache.Sync();
s_gs_disk_cache.Close();
s_ps_disk_cache.Sync();
s_ps_disk_cache.Close();
s_vs_disk_cache.Sync();
s_vs_disk_cache.Close();
}
void ShaderCache::LoadAndSetActiveShaders(u32 gs_primitive_type)
{
SetCurrentPrimitiveTopology(gs_primitive_type);
GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
PixelShaderUid ps_uid = GetPixelShaderUid();
VertexShaderUid vs_uid = GetVertexShaderUid();
bool gs_changed = gs_uid != s_last_geometry_shader_uid;
bool ps_changed = ps_uid != s_last_pixel_shader_uid;
bool vs_changed = vs_uid != s_last_vertex_shader_uid;
if (!gs_changed && !ps_changed && !vs_changed)
{
return;
}
if (gs_changed)
{
HandleGSUIDChange(gs_uid, gs_primitive_type);
}
if (ps_changed)
{
HandlePSUIDChange(ps_uid);
}
if (vs_changed)
{
HandleVSUIDChange(vs_uid);
}
// A Uid has changed, so the PSO will need to be reset at next ApplyState.
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
void ShaderCache::SetCurrentPrimitiveTopology(u32 gs_primitive_type)
{
switch (gs_primitive_type)
{
case PRIMITIVE_TRIANGLES:
s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
break;
case PRIMITIVE_LINES:
s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
break;
case PRIMITIVE_POINTS:
s_current_primitive_topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
break;
default:
CHECK(0, "Invalid primitive type.");
break;
}
}
void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type)
{
s_last_geometry_shader_uid = gs_uid;
if (gs_uid.GetUidData()->IsPassthrough())
{
s_last_geometry_shader_bytecode = {};
return;
}
auto gs_iterator = s_gs_bytecode_cache.find(gs_uid);
if (gs_iterator != s_gs_bytecode_cache.end())
{
s_last_geometry_shader_bytecode = gs_iterator->second;
}
else
{
ShaderCode gs_code = GenerateGeometryShaderCode(APIType::D3D, gs_uid.GetUidData());
ID3DBlob* gs_bytecode = nullptr;
if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return;
}
s_last_geometry_shader_bytecode = InsertByteCode(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()),
static_cast<u32>(gs_bytecode->GetBufferSize()));
}
}
void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid)
{
s_last_pixel_shader_uid = ps_uid;
auto ps_iterator = s_ps_bytecode_cache.find(ps_uid);
if (ps_iterator != s_ps_bytecode_cache.end())
{
s_last_pixel_shader_bytecode = ps_iterator->second;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
}
else
{
ShaderCode ps_code = GeneratePixelShaderCode(APIType::D3D, ps_uid.GetUidData());
ID3DBlob* ps_bytecode = nullptr;
if (!D3D::CompilePixelShader(ps_code.GetBuffer(), &ps_bytecode))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return;
}
s_last_pixel_shader_bytecode = InsertByteCode(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
s_ps_disk_cache.Append(ps_uid, reinterpret_cast<u8*>(ps_bytecode->GetBufferPointer()),
static_cast<u32>(ps_bytecode->GetBufferSize()));
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
INCSTAT(stats.numPixelShadersCreated);
}
}
void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
{
s_last_vertex_shader_uid = vs_uid;
auto vs_iterator = s_vs_bytecode_cache.find(vs_uid);
if (vs_iterator != s_vs_bytecode_cache.end())
{
s_last_vertex_shader_bytecode = vs_iterator->second;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
}
else
{
ShaderCode vs_code = GenerateVertexShaderCode(APIType::D3D, vs_uid.GetUidData());
ID3DBlob* vs_bytecode = nullptr;
if (!D3D::CompileVertexShader(vs_code.GetBuffer(), &vs_bytecode))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return;
}
s_last_vertex_shader_bytecode = InsertByteCode(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
s_vs_disk_cache.Append(vs_uid, reinterpret_cast<u8*>(vs_bytecode->GetBufferPointer()),
static_cast<u32>(vs_bytecode->GetBufferSize()));
SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));
INCSTAT(stats.numVertexShadersCreated);
}
}
template <class UidType, class ShaderCacheType>
D3D12_SHADER_BYTECODE ShaderCache::InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache,
ID3DBlob* bytecode_blob)
{
// Note: Don't release the incoming bytecode, we need it to stick around, since in D3D12
// the raw bytecode itself is bound. It is released at Shutdown() time.
s_shader_blob_list.push_back(bytecode_blob);
D3D12_SHADER_BYTECODE shader_bytecode;
shader_bytecode.pShaderBytecode = bytecode_blob->GetBufferPointer();
shader_bytecode.BytecodeLength = bytecode_blob->GetBufferSize();
(*shader_cache)[uid] = shader_bytecode;
return shader_bytecode;
}
D3D12_PRIMITIVE_TOPOLOGY_TYPE ShaderCache::GetCurrentPrimitiveTopology()
{
return s_current_primitive_topology;
}
D3D12_SHADER_BYTECODE ShaderCache::GetActiveGeometryShaderBytecode()
{
return s_last_geometry_shader_bytecode;
}
D3D12_SHADER_BYTECODE ShaderCache::GetActivePixelShaderBytecode()
{
return s_last_pixel_shader_bytecode;
}
D3D12_SHADER_BYTECODE ShaderCache::GetActiveVertexShaderBytecode()
{
return s_last_vertex_shader_bytecode;
}
const GeometryShaderUid* ShaderCache::GetActiveGeometryShaderUid()
{
return &s_last_geometry_shader_uid;
}
const PixelShaderUid* ShaderCache::GetActivePixelShaderUid()
{
return &s_last_pixel_shader_uid;
}
const VertexShaderUid* ShaderCache::GetActiveVertexShaderUid()
{
return &s_last_vertex_shader_uid;
}
D3D12_SHADER_BYTECODE ShaderCache::GetGeometryShaderFromUid(const GeometryShaderUid* uid)
{
auto bytecode = s_gs_bytecode_cache.find(*uid);
if (bytecode != s_gs_bytecode_cache.end())
return bytecode->second;
return D3D12_SHADER_BYTECODE();
}
D3D12_SHADER_BYTECODE ShaderCache::GetPixelShaderFromUid(const PixelShaderUid* uid)
{
auto bytecode = s_ps_bytecode_cache.find(*uid);
if (bytecode != s_ps_bytecode_cache.end())
return bytecode->second;
return D3D12_SHADER_BYTECODE();
}
D3D12_SHADER_BYTECODE ShaderCache::GetVertexShaderFromUid(const VertexShaderUid* uid)
{
auto bytecode = s_vs_bytecode_cache.find(*uid);
if (bytecode != s_vs_bytecode_cache.end())
return bytecode->second;
return D3D12_SHADER_BYTECODE();
}
}