ShaderCache: Utilize pipeline cache data where possible
This commit is contained in:
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616ad378b7
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00b83b4196
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@ -99,6 +99,16 @@ struct SerializedGXPipelineUid
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u32 depth_state_bits;
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u32 blending_state_bits;
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};
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struct SerializedGXUberPipelineUid
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{
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PortableVertexDeclaration vertex_decl;
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UberShader::VertexShaderUid vs_uid;
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GeometryShaderUid gs_uid;
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UberShader::PixelShaderUid ps_uid;
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u32 rasterization_state_bits;
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u32 depth_state_bits;
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u32 blending_state_bits;
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};
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#pragma pack(pop)
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} // namespace VideoCommon
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@ -25,8 +25,7 @@ namespace VideoCommon
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ShaderCache::ShaderCache() = default;
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ShaderCache::~ShaderCache()
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{
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ClearShaderCaches();
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ClearPipelineCaches();
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ClearCaches();
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}
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bool ShaderCache::Initialize()
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@ -48,7 +47,7 @@ void ShaderCache::InitializeShaderCache()
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// Load shader and UID caches.
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if (g_ActiveConfig.bShaderCache && m_api_type != APIType::Nothing)
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{
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LoadShaderCaches();
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LoadCaches();
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LoadPipelineUIDCache();
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}
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@ -69,11 +68,10 @@ void ShaderCache::Reload()
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{
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WaitForAsyncCompiler();
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ClosePipelineUIDCache();
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InvalidateCachedPipelines();
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ClearShaderCaches();
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ClearCaches();
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCaches();
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LoadCaches();
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// Switch to the precompiling shader configuration while we rebuild.
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m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
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@ -140,7 +138,7 @@ const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineU
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return it->second.first.get();
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std::unique_ptr<AbstractPipeline> pipeline;
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std::optional<AbstractPipelineConfig> pipeline_config = GetGXUberPipelineConfig(uid);
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std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
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if (pipeline_config)
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pipeline = g_renderer->CreatePipeline(*pipeline_config);
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return InsertGXUberPipeline(uid, std::move(pipeline));
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@ -176,8 +174,34 @@ void ShaderCache::WaitForAsyncCompiler()
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}
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}
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template <typename SerializedUidType, typename UidType>
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static void SerializePipelineUid(const UidType& uid, SerializedUidType& serialized_uid)
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{
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// Convert to disk format. Ensure all padding bytes are zero.
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std::memset(&serialized_uid, 0, sizeof(serialized_uid));
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serialized_uid.vertex_decl = uid.vertex_format->GetVertexDeclaration();
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serialized_uid.vs_uid = uid.vs_uid;
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serialized_uid.gs_uid = uid.gs_uid;
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serialized_uid.ps_uid = uid.ps_uid;
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serialized_uid.rasterization_state_bits = uid.rasterization_state.hex;
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serialized_uid.depth_state_bits = uid.depth_state.hex;
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serialized_uid.blending_state_bits = uid.blending_state.hex;
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}
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template <typename UidType, typename SerializedUidType>
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static void UnserializePipelineUid(const SerializedUidType& uid, UidType& real_uid)
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{
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real_uid.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl);
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real_uid.vs_uid = uid.vs_uid;
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real_uid.gs_uid = uid.gs_uid;
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real_uid.ps_uid = uid.ps_uid;
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real_uid.rasterization_state.hex = uid.rasterization_state_bits;
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real_uid.depth_state.hex = uid.depth_state_bits;
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real_uid.blending_state.hex = uid.blending_state_bits;
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}
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template <ShaderStage stage, typename K, typename T>
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static void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
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void ShaderCache::LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
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{
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class CacheReader : public LinearDiskCacheReader<K, u8>
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{
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@ -219,38 +243,127 @@ static void LoadShaderCache(T& cache, APIType api_type, const char* type, bool i
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}
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template <typename T>
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static void ClearShaderCache(T& cache)
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void ShaderCache::ClearShaderCache(T& cache)
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{
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cache.disk_cache.Sync();
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cache.disk_cache.Close();
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cache.shader_map.clear();
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}
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void ShaderCache::LoadShaderCaches()
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template <typename KeyType, typename DiskKeyType, typename T>
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void ShaderCache::LoadPipelineCache(T& cache, LinearDiskCache<DiskKeyType, u8>& disk_cache,
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APIType api_type, const char* type, bool include_gameid)
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{
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// Ubershader caches, if present.
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LoadShaderCache<ShaderStage::Vertex, UberShader::VertexShaderUid>(m_uber_vs_cache, m_api_type,
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"uber-vs", false);
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LoadShaderCache<ShaderStage::Pixel, UberShader::PixelShaderUid>(m_uber_ps_cache, m_api_type,
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"uber-ps", false);
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class CacheReader : public LinearDiskCacheReader<DiskKeyType, u8>
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{
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public:
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CacheReader(ShaderCache* this_ptr_, T& cache_) : this_ptr(this_ptr_), cache(cache_) {}
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bool AnyFailed() const { return failed; }
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void Read(const DiskKeyType& key, const u8* value, u32 value_size)
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{
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KeyType real_uid;
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UnserializePipelineUid(key, real_uid);
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// We also share geometry shaders, as there aren't many variants.
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if (m_host_config.backend_geometry_shaders)
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LoadShaderCache<ShaderStage::Geometry, GeometryShaderUid>(m_gs_cache, m_api_type, "gs", false);
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// Skip those which are already compiled.
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if (failed || cache.find(real_uid) != cache.end())
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return;
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// Specialized shaders, gameid-specific.
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LoadShaderCache<ShaderStage::Vertex, VertexShaderUid>(m_vs_cache, m_api_type, "specialized-vs",
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true);
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LoadShaderCache<ShaderStage::Pixel, PixelShaderUid>(m_ps_cache, m_api_type, "specialized-ps",
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true);
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auto config = this_ptr->GetGXPipelineConfig(real_uid);
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if (!config)
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return;
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auto pipeline = g_renderer->CreatePipeline(*config, value, value_size);
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if (!pipeline)
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{
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// If any of the pipelines fail to create, consider the cache stale.
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failed = true;
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return;
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}
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auto& entry = cache[real_uid];
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entry.first = std::move(pipeline);
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entry.second = false;
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}
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private:
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ShaderCache* this_ptr;
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T& cache;
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bool failed = false;
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};
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std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
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CacheReader reader(this, cache);
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u32 count = disk_cache.OpenAndRead(filename, reader);
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INFO_LOG(VIDEO, "Loaded %u cached pipelines from %s", count, filename.c_str());
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// If any of the pipelines in the cache failed to create, it's likely because of a change of
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// driver version, or system configuration. In this case, when the UID cache picks up the pipeline
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// later on, we'll write a duplicate entry to the pipeline cache. There's also no point in keeping
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// the old cache data around, so discard and recreate the disk cache.
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if (reader.AnyFailed())
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{
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WARN_LOG(VIDEO, "Failed to load one or more pipelines from cache '%s'. Discarding.",
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filename.c_str());
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disk_cache.Close();
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File::Delete(filename);
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disk_cache.OpenAndRead(filename, reader);
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}
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}
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void ShaderCache::ClearShaderCaches()
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template <typename T, typename Y>
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void ShaderCache::ClearPipelineCache(T& cache, Y& disk_cache)
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{
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disk_cache.Sync();
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disk_cache.Close();
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// Set the pending flag to false, and destroy the pipeline.
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for (auto& it : cache)
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{
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it.second.first.reset();
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it.second.second = false;
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}
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}
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void ShaderCache::LoadCaches()
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{
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// Ubershader caches, if present.
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if (g_ActiveConfig.backend_info.bSupportsShaderBinaries)
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{
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LoadShaderCache<ShaderStage::Vertex, UberShader::VertexShaderUid>(m_uber_vs_cache, m_api_type,
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"uber-vs", false);
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LoadShaderCache<ShaderStage::Pixel, UberShader::PixelShaderUid>(m_uber_ps_cache, m_api_type,
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"uber-ps", false);
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// We also share geometry shaders, as there aren't many variants.
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if (m_host_config.backend_geometry_shaders)
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LoadShaderCache<ShaderStage::Geometry, GeometryShaderUid>(m_gs_cache, m_api_type, "gs",
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false);
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// Specialized shaders, gameid-specific.
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LoadShaderCache<ShaderStage::Vertex, VertexShaderUid>(m_vs_cache, m_api_type, "specialized-vs",
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true);
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LoadShaderCache<ShaderStage::Pixel, PixelShaderUid>(m_ps_cache, m_api_type, "specialized-ps",
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true);
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}
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if (g_ActiveConfig.backend_info.bSupportsPipelineCacheData)
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{
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LoadPipelineCache<GXPipelineUid, SerializedGXPipelineUid>(
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m_gx_pipeline_cache, m_gx_pipeline_disk_cache, m_api_type, "specialized-pipeline", true);
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LoadPipelineCache<GXUberPipelineUid, SerializedGXUberPipelineUid>(
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m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache, m_api_type, "uber-pipeline",
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false);
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}
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}
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void ShaderCache::ClearCaches()
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{
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ClearPipelineCache(m_gx_pipeline_cache, m_gx_pipeline_disk_cache);
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ClearShaderCache(m_vs_cache);
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ClearShaderCache(m_gs_cache);
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ClearShaderCache(m_ps_cache);
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ClearPipelineCache(m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache);
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ClearShaderCache(m_uber_vs_cache);
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ClearShaderCache(m_uber_ps_cache);
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@ -265,37 +378,16 @@ void ShaderCache::CompileMissingPipelines()
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// Queue all uids with a null pipeline for compilation.
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for (auto& it : m_gx_pipeline_cache)
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{
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if (!it.second.second)
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if (!it.second.first)
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QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
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}
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for (auto& it : m_gx_uber_pipeline_cache)
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{
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if (!it.second.second)
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if (!it.second.first)
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QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
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}
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}
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void ShaderCache::InvalidateCachedPipelines()
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{
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// Set the pending flag to false, and destroy the pipeline.
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for (auto& it : m_gx_pipeline_cache)
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{
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it.second.first.reset();
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it.second.second = false;
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}
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for (auto& it : m_gx_uber_pipeline_cache)
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{
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it.second.first.reset();
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it.second.second = false;
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}
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}
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void ShaderCache::ClearPipelineCaches()
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{
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m_gx_pipeline_cache.clear();
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m_gx_uber_pipeline_cache.clear();
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}
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std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
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{
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ShaderCode source_code = GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
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@ -505,7 +597,7 @@ std::optional<AbstractPipelineConfig> ShaderCache::GetGXPipelineConfig(const GXP
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}
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std::optional<AbstractPipelineConfig>
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ShaderCache::GetGXUberPipelineConfig(const GXUberPipelineUid& config)
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ShaderCache::GetGXPipelineConfig(const GXUberPipelineUid& config)
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{
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const AbstractShader* vs;
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auto vs_iter = m_uber_vs_cache.shader_map.find(config.vs_uid);
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@ -551,6 +643,18 @@ const AbstractPipeline* ShaderCache::InsertGXPipeline(const GXPipelineUid& confi
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if (!entry.first && pipeline)
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entry.first = std::move(pipeline);
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if (g_ActiveConfig.bShaderCache)
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{
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auto cache_data = entry.first->GetCacheData();
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if (!cache_data.empty())
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{
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SerializedGXPipelineUid disk_uid;
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SerializePipelineUid(config, disk_uid);
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m_gx_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
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static_cast<u32>(cache_data.size()));
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}
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}
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return entry.first.get();
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}
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@ -563,6 +667,18 @@ ShaderCache::InsertGXUberPipeline(const GXUberPipelineUid& config,
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if (!entry.first && pipeline)
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entry.first = std::move(pipeline);
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if (g_ActiveConfig.bShaderCache)
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{
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auto cache_data = entry.first->GetCacheData();
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if (!cache_data.empty())
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{
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SerializedGXUberPipelineUid disk_uid;
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SerializePipelineUid(config, disk_uid);
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m_gx_uber_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
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static_cast<u32>(cache_data.size()));
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}
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}
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return entry.first.get();
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}
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@ -648,14 +764,8 @@ void ShaderCache::ClosePipelineUIDCache()
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void ShaderCache::AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid)
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{
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GXPipelineUid real_uid = {};
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real_uid.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl);
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real_uid.vs_uid = uid.vs_uid;
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real_uid.gs_uid = uid.gs_uid;
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real_uid.ps_uid = uid.ps_uid;
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real_uid.rasterization_state.hex = uid.rasterization_state_bits;
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real_uid.depth_state.hex = uid.depth_state_bits;
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real_uid.blending_state.hex = uid.blending_state_bits;
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GXPipelineUid real_uid;
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UnserializePipelineUid(uid, real_uid);
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auto iter = m_gx_pipeline_cache.find(real_uid);
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if (iter != m_gx_pipeline_cache.end())
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@ -671,16 +781,8 @@ void ShaderCache::AppendGXPipelineUID(const GXPipelineUid& config)
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if (!m_gx_pipeline_uid_cache_file.IsOpen())
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return;
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// Convert to disk format. Ensure all padding bytes are zero.
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SerializedGXPipelineUid disk_uid;
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std::memset(&disk_uid, 0, sizeof(disk_uid));
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disk_uid.vertex_decl = config.vertex_format->GetVertexDeclaration();
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disk_uid.vs_uid = config.vs_uid;
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disk_uid.gs_uid = config.gs_uid;
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disk_uid.ps_uid = config.ps_uid;
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disk_uid.rasterization_state_bits = config.rasterization_state.hex;
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disk_uid.depth_state_bits = config.depth_state.hex;
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disk_uid.blending_state_bits = config.blending_state.hex;
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SerializePipelineUid(config, disk_uid);
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if (!m_gx_pipeline_uid_cache_file.WriteBytes(&disk_uid, sizeof(disk_uid)))
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{
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WARN_LOG(VIDEO, "Writing pipeline UID to cache failed, closing file.");
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@ -885,7 +987,7 @@ void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 pri
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// Check if all the stages required for this UberPipeline have been compiled.
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// If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame.
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if (SetStagesReady())
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config = shader_cache->GetGXUberPipelineConfig(uid);
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config = shader_cache->GetGXPipelineConfig(uid);
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}
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bool SetStagesReady()
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@ -111,13 +111,11 @@ private:
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static constexpr size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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void WaitForAsyncCompiler();
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void LoadShaderCaches();
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void ClearShaderCaches();
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void LoadCaches();
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void ClearCaches();
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void LoadPipelineUIDCache();
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void ClosePipelineUIDCache();
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void CompileMissingPipelines();
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void InvalidateCachedPipelines();
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void ClearPipelineCaches();
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void QueueUberShaderPipelines();
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bool CompileSharedPipelines();
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@ -149,7 +147,7 @@ private:
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const RasterizationState& rasterization_state, const DepthState& depth_state,
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const BlendingState& blending_state);
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std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXPipelineUid& uid);
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std::optional<AbstractPipelineConfig> GetGXUberPipelineConfig(const GXUberPipelineUid& uid);
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std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXUberPipelineUid& uid);
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const AbstractPipeline* InsertGXPipeline(const GXPipelineUid& config,
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std::unique_ptr<AbstractPipeline> pipeline);
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const AbstractPipeline* InsertGXUberPipeline(const GXUberPipelineUid& config,
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@ -165,6 +163,17 @@ private:
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void QueuePipelineCompile(const GXPipelineUid& uid, u32 priority);
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void QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority);
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// Populating various caches.
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template <ShaderStage stage, typename K, typename T>
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void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid);
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template <typename T>
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void ClearShaderCache(T& cache);
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template <typename KeyType, typename DiskKeyType, typename T>
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void LoadPipelineCache(T& cache, LinearDiskCache<DiskKeyType, u8>& disk_cache, APIType api_type,
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const char* type, bool include_gameid);
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template <typename T, typename Y>
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void ClearPipelineCache(T& cache, Y& disk_cache);
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// Priorities for compiling. The lower the value, the sooner the pipeline is compiled.
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// The shader cache is compiled last, as it is the least likely to be required. On demand
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// shaders are always compiled before pending ubershaders, as we want to use the ubershader
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@ -213,6 +222,8 @@ private:
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std::map<GXUberPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
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m_gx_uber_pipeline_cache;
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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>>
|
||||
|
|
Loading…
Reference in New Issue