Vulkan: Uber shader support

This commit is contained in:
Stenzek 2017-07-20 15:25:35 +10:00
parent 4bf5625895
commit 81b4ed2a81
16 changed files with 738 additions and 164 deletions

View File

@ -16,6 +16,7 @@
#include "Core/ConfigManager.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Util.h"
@ -59,6 +60,19 @@ bool ObjectCache::Initialize()
if (!m_utility_shader_vertex_buffer || !m_utility_shader_uniform_buffer)
return false;
m_dummy_texture = Texture2D::Create(1, 1, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_LINEAR,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
m_dummy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkClearColorValue clear_color = {};
VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
m_dummy_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
&clear_color, 1, &clear_range);
m_dummy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
return true;
}
@ -99,17 +113,9 @@ bool ObjectCache::CreateDescriptorSetLayouts()
{UBO_DESCRIPTOR_SET_BINDING_GS, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
VK_SHADER_STAGE_GEOMETRY_BIT}};
// Annoying these have to be split, apparently we can't partially update an array without the
// validation layers throwing a warning.
static const VkDescriptorSetLayoutBinding sampler_set_bindings[] = {
{0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{4, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{5, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{6, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{7, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT}};
{0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<u32>(NUM_PIXEL_SHADER_SAMPLERS),
VK_SHADER_STAGE_FRAGMENT_BIT}};
static const VkDescriptorSetLayoutBinding ssbo_set_bindings[] = {
{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT}};

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@ -15,6 +15,7 @@
#include "Common/LinearDiskCache.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/Texture2D.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
@ -62,6 +63,9 @@ public:
VkSampler GetLinearSampler() const { return m_linear_sampler; }
VkSampler GetSampler(const SamplerState& info);
// Dummy image for samplers that are unbound
Texture2D* GetDummyImage() const { return m_dummy_texture.get(); }
VkImageView GetDummyImageView() const { return m_dummy_texture->GetView(); }
// Perform at startup, create descriptor layouts, compiles all static shaders.
bool Initialize();
@ -89,6 +93,9 @@ private:
VkSampler m_linear_sampler = VK_NULL_HANDLE;
std::map<SamplerState, VkSampler> m_sampler_cache;
// Dummy image for samplers that are unbound
std::unique_ptr<Texture2D> m_dummy_texture;
};
extern std::unique_ptr<ObjectCache> g_object_cache;

View File

@ -149,7 +149,7 @@ static const std::string DEFAULT_FRAGMENT_SHADER_SOURCE = R"(
static const std::string POSTPROCESSING_SHADER_HEADER = R"(
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
SAMPLER_BINDING(1) uniform sampler2D samp1;
SAMPLER_BINDING(1) uniform sampler2DArray samp1;
layout(location = 0) in float3 uv0;
layout(location = 1) in float4 col0;
@ -176,7 +176,7 @@ static const std::string POSTPROCESSING_SHADER_HEADER = R"(
float4 SampleFontLocation(float2 location)
{
return texture(samp1, location);
return texture(samp1, float3(location, 0.0));
}
float2 GetResolution()

View File

@ -150,7 +150,7 @@ layout(std140, push_constant) uniform PCBlock {
vec4 color;
} PC;
layout(set = 1, binding = 0) uniform sampler2D samp0;
layout(set = 1, binding = 0) uniform sampler2DArray samp0;
layout(location = 0) in vec2 uv0;
@ -158,7 +158,7 @@ layout(location = 0) out vec4 ocol0;
void main()
{
ocol0 = texture(samp0, uv0) * PC.color;
ocol0 = texture(samp0, float3(uv0, 0.0)) * PC.color;
}
)";
@ -209,7 +209,7 @@ bool RasterFont::CreateTexture()
// create the actual texture object
m_texture = Texture2D::Create(CHARACTER_WIDTH * CHARACTER_COUNT, CHARACTER_HEIGHT, 1, 1,
VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!m_texture)
return false;

View File

@ -589,6 +589,9 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
// Clean up stale textures.
TextureCache::GetInstance()->Cleanup(frameCount);
// Pull in now-ready async shaders.
g_shader_cache->RetrieveAsyncShaders();
}
void Renderer::TransitionBuffersForSwap(const TargetRectangle& scaled_rect,
@ -1132,6 +1135,8 @@ void Renderer::CheckForConfigChanges()
bool old_force_filtering = g_ActiveConfig.bForceFiltering;
bool old_use_xfb = g_ActiveConfig.bUseXFB;
bool old_use_realxfb = g_ActiveConfig.bUseRealXFB;
bool old_vertex_ubershaders = g_ActiveConfig.bForceVertexUberShaders;
bool old_pixel_ubershaders = g_ActiveConfig.bForcePixelUberShaders;
// Copy g_Config to g_ActiveConfig.
// NOTE: This can potentially race with the UI thread, however if it does, the changes will be
@ -1145,6 +1150,8 @@ void Renderer::CheckForConfigChanges()
bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
bool use_xfb_changed = old_use_xfb != g_ActiveConfig.bUseXFB;
bool use_realxfb_changed = old_use_realxfb != g_ActiveConfig.bUseRealXFB;
bool ubershaders_changed = old_vertex_ubershaders != g_ActiveConfig.bForceVertexUberShaders ||
old_pixel_ubershaders != g_ActiveConfig.bForcePixelUberShaders;
// Update texture cache settings with any changed options.
TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
@ -1190,6 +1197,10 @@ void Renderer::CheckForConfigChanges()
if (anisotropy_changed || force_texture_filtering_changed)
ResetSamplerStates();
// Clear UID state if ubershaders are toggled.
if (ubershaders_changed)
StateTracker::GetInstance()->ClearShaders();
// Check for a changed post-processing shader and recompile if needed.
static_cast<VulkanPostProcessing*>(m_post_processor.get())->UpdateConfig();
}

View File

@ -15,13 +15,20 @@
#include "Common/MsgHandler.h"
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
namespace Vulkan
{
@ -55,9 +62,22 @@ bool ShaderCache::Initialize()
if (!CompileSharedShaders())
return false;
m_async_shader_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
if (g_ActiveConfig.GetShaderCompilerThreads() > 0)
m_async_shader_compiler->StartWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
return true;
}
void ShaderCache::Shutdown()
{
if (m_async_shader_compiler)
{
m_async_shader_compiler->StopWorkerThreads();
m_async_shader_compiler->RetrieveWorkItems();
}
}
static bool IsStripPrimitiveTopology(VkPrimitiveTopology topology)
{
return topology == VK_PRIMITIVE_TOPOLOGY_LINE_STRIP ||
@ -365,13 +385,34 @@ std::pair<VkPipeline, bool> ShaderCache::GetPipelineWithCacheResult(const Pipeli
{
auto iter = m_pipeline_objects.find(info);
if (iter != m_pipeline_objects.end())
return {iter->second, true};
{
// If it's background compiling, ignore it, and recompile it synchronously.
if (!iter->second.second)
return std::make_pair(iter->second.first, true);
else
m_pipeline_objects.erase(iter);
}
VkPipeline pipeline = CreatePipeline(info);
m_pipeline_objects.emplace(info, pipeline);
m_pipeline_objects.emplace(info, std::make_pair(pipeline, false));
_assert_(pipeline != VK_NULL_HANDLE);
return {pipeline, false};
}
std::pair<std::pair<VkPipeline, bool>, bool>
ShaderCache::GetPipelineWithCacheResultAsync(const PipelineInfo& info)
{
auto iter = m_pipeline_objects.find(info);
if (iter != m_pipeline_objects.end())
return std::make_pair(iter->second, true);
// Kick a job off.
m_async_shader_compiler->QueueWorkItem(
m_async_shader_compiler->CreateWorkItem<PipelineCompilerWorkItem>(info));
m_pipeline_objects.emplace(info, std::make_pair(static_cast<VkPipeline>(VK_NULL_HANDLE), true));
return std::make_pair(std::make_pair(static_cast<VkPipeline>(VK_NULL_HANDLE), true), false);
}
VkPipeline ShaderCache::CreateComputePipeline(const ComputePipelineInfo& info)
{
VkComputePipelineCreateInfo pipeline_info = {VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
@ -409,10 +450,11 @@ VkPipeline ShaderCache::GetComputePipeline(const ComputePipelineInfo& info)
void ShaderCache::ClearPipelineCache()
{
// TODO: Stop any async compiling happening.
for (const auto& it : m_pipeline_objects)
{
if (it.second != VK_NULL_HANDLE)
vkDestroyPipeline(g_vulkan_context->GetDevice(), it.second, nullptr);
if (it.second.first != VK_NULL_HANDLE)
vkDestroyPipeline(g_vulkan_context->GetDevice(), it.second.first, nullptr);
}
m_pipeline_objects.clear();
@ -620,7 +662,10 @@ void ShaderCache::SavePipelineCache()
template <typename Uid>
struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
{
ShaderCacheReader(std::map<Uid, VkShaderModule>& shader_map) : m_shader_map(shader_map) {}
ShaderCacheReader(std::map<Uid, std::pair<VkShaderModule, bool>>& shader_map)
: m_shader_map(shader_map)
{
}
void Read(const Uid& key, const u32* value, u32 value_size) override
{
// We don't insert null modules into the shader map since creation could succeed later on.
@ -630,10 +675,10 @@ struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
if (module == VK_NULL_HANDLE)
return;
m_shader_map.emplace(key, module);
m_shader_map.emplace(key, std::make_pair(module, false));
}
std::map<Uid, VkShaderModule>& m_shader_map;
std::map<Uid, std::pair<VkShaderModule, bool>>& m_shader_map;
};
void ShaderCache::LoadShaderCaches()
@ -653,6 +698,13 @@ void ShaderCache::LoadShaderCaches()
gs_reader);
}
ShaderCacheReader<UberShader::VertexShaderUid> uber_vs_reader(m_uber_vs_cache.shader_map);
m_uber_vs_cache.disk_cache.OpenAndRead(
GetDiskShaderCacheFileName(APIType::Vulkan, "UberVS", false, true), uber_vs_reader);
ShaderCacheReader<UberShader::PixelShaderUid> uber_ps_reader(m_uber_ps_cache.shader_map);
m_uber_ps_cache.disk_cache.OpenAndRead(
GetDiskShaderCacheFileName(APIType::Vulkan, "UberPS", false, true), uber_ps_reader);
SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(m_ps_cache.shader_map.size()));
SETSTAT(stats.numVertexShadersCreated, static_cast<int>(m_vs_cache.shader_map.size()));
@ -666,8 +718,8 @@ static void DestroyShaderCache(T& cache)
cache.disk_cache.Close();
for (const auto& it : cache.shader_map)
{
if (it.second != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second, nullptr);
if (it.second.first != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second.first, nullptr);
}
cache.shader_map.clear();
}
@ -680,6 +732,9 @@ void ShaderCache::DestroyShaderCaches()
if (g_vulkan_context->SupportsGeometryShaders())
DestroyShaderCache(m_gs_cache);
DestroyShaderCache(m_uber_vs_cache);
DestroyShaderCache(m_uber_ps_cache);
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
SETSTAT(stats.numVertexShadersCreated, 0);
@ -690,7 +745,13 @@ VkShaderModule ShaderCache::GetVertexShaderForUid(const VertexShaderUid& uid)
{
auto it = m_vs_cache.shader_map.find(uid);
if (it != m_vs_cache.shader_map.end())
return it->second;
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_vs_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
@ -712,7 +773,7 @@ VkShaderModule ShaderCache::GetVertexShaderForUid(const VertexShaderUid& uid)
}
// We still insert null entries to prevent further compilation attempts.
m_vs_cache.shader_map.emplace(uid, module);
m_vs_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
@ -721,7 +782,13 @@ VkShaderModule ShaderCache::GetGeometryShaderForUid(const GeometryShaderUid& uid
_assert_(g_vulkan_context->SupportsGeometryShaders());
auto it = m_gs_cache.shader_map.find(uid);
if (it != m_gs_cache.shader_map.end())
return it->second;
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_gs_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
@ -739,7 +806,7 @@ VkShaderModule ShaderCache::GetGeometryShaderForUid(const GeometryShaderUid& uid
}
// We still insert null entries to prevent further compilation attempts.
m_gs_cache.shader_map.emplace(uid, module);
m_gs_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
@ -747,7 +814,13 @@ VkShaderModule ShaderCache::GetPixelShaderForUid(const PixelShaderUid& uid)
{
auto it = m_ps_cache.shader_map.find(uid);
if (it != m_ps_cache.shader_map.end())
return it->second;
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_ps_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
@ -769,7 +842,79 @@ VkShaderModule ShaderCache::GetPixelShaderForUid(const PixelShaderUid& uid)
}
// We still insert null entries to prevent further compilation attempts.
m_ps_cache.shader_map.emplace(uid, module);
m_ps_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
VkShaderModule ShaderCache::GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid)
{
auto it = m_uber_vs_cache.shader_map.find(uid);
if (it != m_uber_vs_cache.shader_map.end())
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_uber_vs_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code = UberShader::GenVertexShader(
APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileVertexShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
module = Util::CreateShaderModule(spv.data(), spv.size());
// Append to shader cache if it created successfully.
if (module != VK_NULL_HANDLE)
{
m_uber_vs_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
INCSTAT(stats.numVertexShadersCreated);
INCSTAT(stats.numVertexShadersAlive);
}
}
// We still insert null entries to prevent further compilation attempts.
m_uber_vs_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
VkShaderModule ShaderCache::GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid)
{
auto it = m_uber_ps_cache.shader_map.find(uid);
if (it != m_uber_ps_cache.shader_map.end())
{
// If it's pending, compile it synchronously.
if (!it->second.second)
return it->second.first;
else
m_uber_ps_cache.shader_map.erase(it);
}
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code =
UberShader::GenPixelShader(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
module = Util::CreateShaderModule(spv.data(), spv.size());
// Append to shader cache if it created successfully.
if (module != VK_NULL_HANDLE)
{
m_uber_ps_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
INCSTAT(stats.numPixelShadersCreated);
INCSTAT(stats.numPixelShadersAlive);
}
}
// We still insert null entries to prevent further compilation attempts.
m_uber_ps_cache.shader_map.emplace(uid, std::make_pair(module, false));
return module;
}
@ -782,6 +927,9 @@ void ShaderCache::RecompileSharedShaders()
void ShaderCache::ReloadShaderAndPipelineCaches()
{
m_async_shader_compiler->WaitUntilCompletion();
m_async_shader_compiler->RetrieveWorkItems();
SavePipelineCache();
DestroyShaderCaches();
DestroyPipelineCache();
@ -795,6 +943,9 @@ void ShaderCache::ReloadShaderAndPipelineCaches()
{
CreatePipelineCache();
}
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileUberShaders();
}
std::string ShaderCache::GetUtilityShaderHeader() const
@ -1026,4 +1177,211 @@ void ShaderCache::DestroySharedShaders()
DestroyShader(m_screen_quad_geometry_shader);
DestroyShader(m_passthrough_geometry_shader);
}
void ShaderCache::CreateDummyPipeline(const UberShader::VertexShaderUid& vuid,
const GeometryShaderUid& guid,
const UberShader::PixelShaderUid& puid)
{
PortableVertexDeclaration vertex_decl;
std::memset(&vertex_decl, 0, sizeof(vertex_decl));
PipelineInfo pinfo;
pinfo.vertex_format =
static_cast<const VertexFormat*>(VertexLoaderManager::GetUberVertexFormat(vertex_decl));
pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(
g_ActiveConfig.bBBoxEnable && g_ActiveConfig.BBoxUseFragmentShaderImplementation() ?
PIPELINE_LAYOUT_BBOX :
PIPELINE_LAYOUT_STANDARD);
pinfo.vs = GetVertexUberShaderForUid(vuid);
pinfo.gs = (!guid.GetUidData()->IsPassthrough() && g_vulkan_context->SupportsGeometryShaders()) ?
GetGeometryShaderForUid(guid) :
VK_NULL_HANDLE;
pinfo.ps = GetPixelUberShaderForUid(puid);
pinfo.render_pass = FramebufferManager::GetInstance()->GetEFBLoadRenderPass();
pinfo.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
pinfo.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
pinfo.blend_state.hex = Util::GetNoBlendingBlendState().hex;
switch (guid.GetUidData()->primitive_type)
{
case PRIMITIVE_POINTS:
pinfo.primitive_topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
break;
case PRIMITIVE_LINES:
pinfo.primitive_topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
break;
case PRIMITIVE_TRIANGLES:
pinfo.primitive_topology = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP :
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
break;
}
GetPipelineWithCacheResultAsync(pinfo);
}
void ShaderCache::PrecompileUberShaders()
{
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
// UIDs must have compatible texgens, a mismatching combination will never be queried.
if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
return;
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens)
return;
CreateDummyPipeline(vuid, guid, puid);
});
});
});
WaitForBackgroundCompilesToComplete();
}
void ShaderCache::WaitForBackgroundCompilesToComplete()
{
m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
m_async_shader_compiler->RetrieveWorkItems();
Host_UpdateProgressDialog("", -1, -1);
}
void ShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
}
std::pair<VkShaderModule, bool> ShaderCache::GetVertexShaderForUidAsync(const VertexShaderUid& uid)
{
auto it = m_vs_cache.shader_map.find(uid);
if (it != m_vs_cache.shader_map.end())
return it->second;
// Kick a compile job off.
m_async_shader_compiler->QueueWorkItem(
m_async_shader_compiler->CreateWorkItem<VertexShaderCompilerWorkItem>(uid));
m_vs_cache.shader_map.emplace(uid,
std::make_pair(static_cast<VkShaderModule>(VK_NULL_HANDLE), true));
return std::make_pair<VkShaderModule, bool>(VK_NULL_HANDLE, true);
}
std::pair<VkShaderModule, bool> ShaderCache::GetPixelShaderForUidAsync(const PixelShaderUid& uid)
{
auto it = m_ps_cache.shader_map.find(uid);
if (it != m_ps_cache.shader_map.end())
return it->second;
// Kick a compile job off.
m_async_shader_compiler->QueueWorkItem(
m_async_shader_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
m_ps_cache.shader_map.emplace(uid,
std::make_pair(static_cast<VkShaderModule>(VK_NULL_HANDLE), true));
return std::make_pair<VkShaderModule, bool>(VK_NULL_HANDLE, true);
}
bool ShaderCache::VertexShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GenerateVertexShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (!ShaderCompiler::CompileVertexShader(&m_spirv, code.GetBuffer().c_str(),
code.GetBuffer().length()))
return true;
m_module = Util::CreateShaderModule(m_spirv.data(), m_spirv.size());
return true;
}
void ShaderCache::VertexShaderCompilerWorkItem::Retrieve()
{
auto it = g_shader_cache->m_vs_cache.shader_map.find(m_uid);
if (it == g_shader_cache->m_vs_cache.shader_map.end())
{
g_shader_cache->m_vs_cache.shader_map.emplace(m_uid, std::make_pair(m_module, false));
g_shader_cache->m_vs_cache.disk_cache.Append(m_uid, m_spirv.data(),
static_cast<u32>(m_spirv.size()));
return;
}
// The main thread may have also compiled this shader.
if (!it->second.second)
{
if (m_module != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
return;
}
// No longer pending.
it->second.first = m_module;
it->second.second = false;
g_shader_cache->m_vs_cache.disk_cache.Append(m_uid, m_spirv.data(),
static_cast<u32>(m_spirv.size()));
}
bool ShaderCache::PixelShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GeneratePixelShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (!ShaderCompiler::CompileFragmentShader(&m_spirv, code.GetBuffer().c_str(),
code.GetBuffer().length()))
return true;
m_module = Util::CreateShaderModule(m_spirv.data(), m_spirv.size());
return true;
}
void ShaderCache::PixelShaderCompilerWorkItem::Retrieve()
{
auto it = g_shader_cache->m_ps_cache.shader_map.find(m_uid);
if (it == g_shader_cache->m_ps_cache.shader_map.end())
{
g_shader_cache->m_ps_cache.shader_map.emplace(m_uid, std::make_pair(m_module, false));
g_shader_cache->m_ps_cache.disk_cache.Append(m_uid, m_spirv.data(),
static_cast<u32>(m_spirv.size()));
return;
}
// The main thread may have also compiled this shader.
if (!it->second.second)
{
if (m_module != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
return;
}
// No longer pending.
it->second.first = m_module;
it->second.second = false;
g_shader_cache->m_ps_cache.disk_cache.Append(m_uid, m_spirv.data(),
static_cast<u32>(m_spirv.size()));
}
bool ShaderCache::PipelineCompilerWorkItem::Compile()
{
m_pipeline = g_shader_cache->CreatePipeline(m_info);
return true;
}
void ShaderCache::PipelineCompilerWorkItem::Retrieve()
{
auto it = g_shader_cache->m_pipeline_objects.find(m_info);
if (it == g_shader_cache->m_pipeline_objects.end())
{
g_shader_cache->m_pipeline_objects.emplace(m_info, std::make_pair(m_pipeline, false));
return;
}
// The main thread may have also compiled this shader.
if (!it->second.second)
{
if (m_pipeline != VK_NULL_HANDLE)
vkDestroyPipeline(g_vulkan_context->GetDevice(), m_pipeline, nullptr);
return;
}
// No longer pending.
it->second.first = m_pipeline;
it->second.second = false;
}
}

View File

@ -10,16 +10,21 @@
#include <memory>
#include <string>
#include <unordered_map>
#include <utility>
#include "Common/CommonTypes.h"
#include "Common/LinearDiskCache.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
namespace Vulkan
@ -92,8 +97,17 @@ public:
VkShaderModule GetGeometryShaderForUid(const GeometryShaderUid& uid);
VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid);
// Ubershader caches
VkShaderModule GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid);
VkShaderModule GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid);
// Accesses ShaderGen shader caches asynchronously
std::pair<VkShaderModule, bool> GetVertexShaderForUidAsync(const VertexShaderUid& uid);
std::pair<VkShaderModule, bool> GetPixelShaderForUidAsync(const PixelShaderUid& uid);
// Perform at startup, create descriptor layouts, compiles all static shaders.
bool Initialize();
void Shutdown();
// Creates a pipeline for the specified description. The resulting pipeline, if successful
// is not stored anywhere, this is left up to the caller.
@ -106,6 +120,8 @@ public:
// resulted in a pipeline being created, the second field of the return value will be false,
// otherwise for a cache hit it will be true.
std::pair<VkPipeline, bool> GetPipelineWithCacheResult(const PipelineInfo& info);
std::pair<std::pair<VkPipeline, bool>, bool>
GetPipelineWithCacheResultAsync(const PipelineInfo& info);
// Creates a compute pipeline, and does not track the handle.
VkPipeline CreateComputePipeline(const ComputePipelineInfo& info);
@ -134,6 +150,10 @@ public:
VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
void PrecompileUberShaders();
void WaitForBackgroundCompilesToComplete();
void RetrieveAsyncShaders();
private:
bool CreatePipelineCache();
bool LoadPipelineCache();
@ -144,17 +164,26 @@ private:
bool CompileSharedShaders();
void DestroySharedShaders();
// We generate a dummy pipeline with some defaults in the blend/depth states,
// that way the driver is forced to compile something (looking at you, NVIDIA).
// It can then hopefully re-use part of this pipeline for others in the future.
void CreateDummyPipeline(const UberShader::VertexShaderUid& vuid, const GeometryShaderUid& guid,
const UberShader::PixelShaderUid& puid);
template <typename Uid>
struct ShaderModuleCache
{
std::map<Uid, VkShaderModule> shader_map;
std::map<Uid, std::pair<VkShaderModule, bool>> shader_map;
LinearDiskCache<Uid, u32> disk_cache;
};
ShaderModuleCache<VertexShaderUid> m_vs_cache;
ShaderModuleCache<GeometryShaderUid> m_gs_cache;
ShaderModuleCache<PixelShaderUid> m_ps_cache;
ShaderModuleCache<UberShader::VertexShaderUid> m_uber_vs_cache;
ShaderModuleCache<UberShader::PixelShaderUid> m_uber_ps_cache;
std::unordered_map<PipelineInfo, VkPipeline, PipelineInfoHash> m_pipeline_objects;
std::unordered_map<PipelineInfo, std::pair<VkPipeline, bool>, PipelineInfoHash>
m_pipeline_objects;
std::unordered_map<ComputePipelineInfo, VkPipeline, ComputePipelineInfoHash>
m_compute_pipeline_objects;
VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
@ -165,6 +194,45 @@ private:
VkShaderModule m_passthrough_vertex_shader = VK_NULL_HANDLE;
VkShaderModule m_screen_quad_geometry_shader = VK_NULL_HANDLE;
VkShaderModule m_passthrough_geometry_shader = VK_NULL_HANDLE;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
// TODO: Use templates to reduce the number of these classes.
class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
VertexShaderCompilerWorkItem(const VertexShaderUid& uid) : m_uid(uid) {}
bool Compile() override;
void Retrieve() override;
private:
VertexShaderUid m_uid;
ShaderCompiler::SPIRVCodeVector m_spirv;
VkShaderModule m_module = VK_NULL_HANDLE;
};
class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderCompilerWorkItem(const PixelShaderUid& uid) : m_uid(uid) {}
bool Compile() override;
void Retrieve() override;
private:
PixelShaderUid m_uid;
ShaderCompiler::SPIRVCodeVector m_spirv;
VkShaderModule m_module = VK_NULL_HANDLE;
};
class PipelineCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineCompilerWorkItem(const PipelineInfo& info) : m_info(info) {}
bool Compile() override;
void Retrieve() override;
private:
PipelineInfo m_info;
VkPipeline m_pipeline;
};
};
extern std::unique_ptr<ShaderCache> g_shader_cache;

View File

@ -22,6 +22,7 @@
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
@ -77,12 +78,13 @@ bool StateTracker::Initialize()
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
m_bbox_enabled = false;
ClearShaders();
// Initialize all samplers to point by default
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
{
m_bindings.ps_samplers[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
m_bindings.ps_samplers[i].imageView = VK_NULL_HANDLE;
m_bindings.ps_samplers[i].imageView = g_object_cache->GetDummyImageView();
m_bindings.ps_samplers[i].sampler = g_object_cache->GetPointSampler();
}
@ -178,7 +180,8 @@ bool StateTracker::PrecachePipelineUID(const SerializedPipelineUID& uid)
// Need to create the vertex declaration first, rather than deferring to when a game creates a
// vertex loader that uses this format, since we need it to create a pipeline.
pinfo.vertex_format = VertexFormat::GetOrCreateMatchingFormat(uid.vertex_decl);
pinfo.vertex_format =
static_cast<VertexFormat*>(VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl));
pinfo.pipeline_layout = uid.ps_uid.GetUidData()->bounding_box ?
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
@ -267,11 +270,11 @@ void StateTracker::SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& ren
void StateTracker::SetVertexFormat(const VertexFormat* vertex_format)
{
if (m_pipeline_state.vertex_format == vertex_format)
if (m_vertex_format == vertex_format)
return;
m_pipeline_state.vertex_format = vertex_format;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
m_vertex_format = vertex_format;
UpdatePipelineVertexFormat();
}
void StateTracker::SetPrimitiveTopology(VkPrimitiveTopology primitive_topology)
@ -323,14 +326,94 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
{
VertexShaderUid vs_uid = GetVertexShaderUid();
PixelShaderUid ps_uid = GetPixelShaderUid();
bool changed = false;
if (vs_uid != m_vs_uid)
bool use_ubershaders = g_ActiveConfig.bDisableSpecializedShaders;
if (g_ActiveConfig.CanBackgroundCompileShaders() && !g_ActiveConfig.bDisableSpecializedShaders)
{
m_pipeline_state.vs = g_shader_cache->GetVertexShaderForUid(vs_uid);
m_vs_uid = vs_uid;
changed = true;
// Look up both VS and PS, and check if we can compile it asynchronously.
auto vs = g_shader_cache->GetVertexShaderForUidAsync(vs_uid);
auto ps = g_shader_cache->GetPixelShaderForUidAsync(ps_uid);
if (vs.second || ps.second)
{
// One of the shaders is still pending. Use the ubershader for both.
use_ubershaders = true;
}
else
{
// Use the standard shaders for both.
if (m_pipeline_state.vs != vs.first)
{
m_pipeline_state.vs = vs.first;
m_vs_uid = vs_uid;
changed = true;
}
if (m_pipeline_state.ps != ps.first)
{
m_pipeline_state.ps = ps.first;
m_ps_uid = ps_uid;
changed = true;
}
}
}
else
{
// Normal shader path. No ubershaders.
if (vs_uid != m_vs_uid)
{
m_vs_uid = vs_uid;
m_pipeline_state.vs = g_shader_cache->GetVertexShaderForUid(vs_uid);
changed = true;
}
if (ps_uid != m_ps_uid)
{
m_ps_uid = ps_uid;
m_pipeline_state.ps = g_shader_cache->GetPixelShaderForUid(ps_uid);
changed = true;
}
}
// Ubershader fallback?
bool uber_vertex_shader = use_ubershaders || g_ActiveConfig.bForceVertexUberShaders;
bool uber_pixel_shader = use_ubershaders || g_ActiveConfig.bForcePixelUberShaders;
bool using_ubershaders = uber_vertex_shader || uber_pixel_shader;
if (!g_ActiveConfig.CanUseUberShaders())
{
// Per-pixel lighting disables ubershaders.
uber_vertex_shader = false;
uber_pixel_shader = false;
using_ubershaders = false;
}
// Switching to/from ubershaders? Have to adjust the vertex format and pipeline layout.
if (using_ubershaders != m_using_ubershaders)
{
m_using_ubershaders = using_ubershaders;
UpdatePipelineLayout();
UpdatePipelineVertexFormat();
}
if (uber_vertex_shader)
{
UberShader::VertexShaderUid uber_vs_uid = UberShader::GetVertexShaderUid();
VkShaderModule vs = g_shader_cache->GetVertexUberShaderForUid(uber_vs_uid);
if (vs != m_pipeline_state.vs)
{
m_uber_vs_uid = uber_vs_uid;
m_pipeline_state.vs = vs;
changed = true;
}
}
if (uber_pixel_shader)
{
UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
if (ps != m_pipeline_state.ps)
{
m_uber_ps_uid = uber_ps_uid;
m_pipeline_state.ps = ps;
changed = true;
}
}
if (g_vulkan_context->SupportsGeometryShaders())
@ -338,29 +421,39 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
GeometryShaderUid gs_uid = GetGeometryShaderUid(gx_primitive_type);
if (gs_uid != m_gs_uid)
{
m_gs_uid = gs_uid;
if (gs_uid.GetUidData()->IsPassthrough())
m_pipeline_state.gs = VK_NULL_HANDLE;
else
m_pipeline_state.gs = g_shader_cache->GetGeometryShaderForUid(gs_uid);
m_gs_uid = gs_uid;
changed = true;
}
}
if (ps_uid != m_ps_uid)
{
m_pipeline_state.ps = g_shader_cache->GetPixelShaderForUid(ps_uid);
m_ps_uid = ps_uid;
changed = true;
}
if (changed)
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
return changed;
}
void StateTracker::ClearShaders()
{
// Set the UIDs to something that will never match, so on the first access they are checked.
std::memset(&m_vs_uid, 0xFF, sizeof(m_vs_uid));
std::memset(&m_gs_uid, 0xFF, sizeof(m_gs_uid));
std::memset(&m_ps_uid, 0xFF, sizeof(m_ps_uid));
std::memset(&m_uber_vs_uid, 0xFF, sizeof(m_uber_vs_uid));
std::memset(&m_uber_ps_uid, 0xFF, sizeof(m_uber_ps_uid));
m_pipeline_state.vs = VK_NULL_HANDLE;
m_pipeline_state.gs = VK_NULL_HANDLE;
m_pipeline_state.ps = VK_NULL_HANDLE;
m_pipeline_state.vertex_format = nullptr;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::UpdateVertexShaderConstants()
{
if (!VertexShaderManager::dirty || !ReserveConstantStorage())
@ -557,24 +650,8 @@ void StateTracker::SetBBoxEnable(bool enable)
if (m_bbox_enabled == enable)
return;
// Change the number of active descriptor sets, as well as the pipeline layout
if (enable)
{
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX);
m_num_active_descriptor_sets = NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS;
// The bbox buffer never changes, so we defer descriptor updates until it is enabled.
if (m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE)
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
}
else
{
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
}
m_dirty_flags |= DIRTY_FLAG_PIPELINE | DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
m_bbox_enabled = enable;
UpdatePipelineLayout();
}
void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range)
@ -590,7 +667,7 @@ void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceS
m_bindings.ps_ssbo.range = range;
// Defer descriptor update until bbox is actually enabled.
if (m_bbox_enabled)
if (IsSSBODescriptorRequired())
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
}
@ -599,7 +676,7 @@ void StateTracker::UnbindTexture(VkImageView view)
for (VkDescriptorImageInfo& it : m_bindings.ps_samplers)
{
if (it.imageView == view)
it.imageView = VK_NULL_HANDLE;
it.imageView = g_object_cache->GetDummyImageView();
}
}
@ -609,7 +686,7 @@ void StateTracker::InvalidateDescriptorSets()
m_dirty_flags |= DIRTY_FLAG_ALL_DESCRIPTOR_SETS;
// Defer SSBO descriptor update until bbox is actually enabled.
if (!m_bbox_enabled)
if (!IsSSBODescriptorRequired())
m_dirty_flags &= ~DIRTY_FLAG_PS_SSBO;
}
@ -886,15 +963,49 @@ void StateTracker::EndClearRenderPass()
EndRenderPass();
}
VkPipeline StateTracker::GetPipelineAndCacheUID(const PipelineInfo& info)
VkPipeline StateTracker::GetPipelineAndCacheUID()
{
auto result = g_shader_cache->GetPipelineWithCacheResult(info);
// We can't cache ubershader uids, only normal shader uids.
if (g_ActiveConfig.CanBackgroundCompileShaders() && !m_using_ubershaders)
{
// Append to UID cache if it is a new pipeline.
auto result = g_shader_cache->GetPipelineWithCacheResultAsync(m_pipeline_state);
if (!result.second && g_ActiveConfig.bShaderCache)
AppendToPipelineUIDCache(m_pipeline_state);
// Add to the UID cache if it is a new pipeline.
if (!result.second && g_ActiveConfig.bShaderCache)
AppendToPipelineUIDCache(info);
// Still waiting for the pipeline to compile?
if (!result.first.second)
return result.first.first;
return result.first;
// Use ubershader instead.
m_using_ubershaders = true;
UpdatePipelineLayout();
UpdatePipelineVertexFormat();
PipelineInfo uber_info = m_pipeline_state;
UberShader::VertexShaderUid uber_vuid = UberShader::GetVertexShaderUid();
UberShader::PixelShaderUid uber_puid = UberShader::GetPixelShaderUid();
uber_info.vs = g_shader_cache->GetVertexUberShaderForUid(uber_vuid);
uber_info.ps = g_shader_cache->GetPixelUberShaderForUid(uber_puid);
auto uber_result = g_shader_cache->GetPipelineWithCacheResult(uber_info);
return uber_result.first;
}
else
{
// Add to the UID cache if it is a new pipeline.
auto result = g_shader_cache->GetPipelineWithCacheResult(m_pipeline_state);
if (!result.second && !m_using_ubershaders && g_ActiveConfig.bShaderCache)
AppendToPipelineUIDCache(m_pipeline_state);
return result.first;
}
}
bool StateTracker::IsSSBODescriptorRequired() const
{
return m_bbox_enabled || (m_using_ubershaders && g_ActiveConfig.bBBoxEnable &&
g_ActiveConfig.BBoxUseFragmentShaderImplementation());
}
bool StateTracker::UpdatePipeline()
@ -904,16 +1015,56 @@ bool StateTracker::UpdatePipeline()
return false;
// Grab a new pipeline object, this can fail.
m_pipeline_object = GetPipelineAndCacheUID(m_pipeline_state);
m_pipeline_object = GetPipelineAndCacheUID();
m_dirty_flags |= DIRTY_FLAG_PIPELINE_BINDING;
return m_pipeline_object != VK_NULL_HANDLE;
}
void StateTracker::UpdatePipelineLayout()
{
const bool use_bbox_pipeline_layout = IsSSBODescriptorRequired();
VkPipelineLayout pipeline_layout =
use_bbox_pipeline_layout ? g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
if (m_pipeline_state.pipeline_layout == pipeline_layout)
return;
// Change the number of active descriptor sets, as well as the pipeline layout
m_pipeline_state.pipeline_layout = pipeline_layout;
if (use_bbox_pipeline_layout)
{
m_num_active_descriptor_sets = NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS;
// The bbox buffer never changes, so we defer descriptor updates until it is enabled.
if (m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE)
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
}
else
{
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
}
m_dirty_flags |= DIRTY_FLAG_PIPELINE | DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
void StateTracker::UpdatePipelineVertexFormat()
{
const NativeVertexFormat* vertex_format =
m_using_ubershaders ?
VertexLoaderManager::GetUberVertexFormat(m_vertex_format->GetVertexDeclaration()) :
m_vertex_format;
if (m_pipeline_state.vertex_format == vertex_format)
return;
m_pipeline_state.vertex_format = static_cast<const VertexFormat*>(vertex_format);
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
bool StateTracker::UpdateDescriptorSet()
{
const size_t MAX_DESCRIPTOR_WRITES = NUM_UBO_DESCRIPTOR_SET_BINDINGS + // UBO
NUM_PIXEL_SHADER_SAMPLERS + // Samplers
1 + // Samplers
1; // SSBO
std::array<VkWriteDescriptorSet, MAX_DESCRIPTOR_WRITES> writes;
u32 num_writes = 0;
@ -954,30 +1105,22 @@ bool StateTracker::UpdateDescriptorSet()
if (set == VK_NULL_HANDLE)
return false;
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
{
const VkDescriptorImageInfo& info = m_bindings.ps_samplers[i];
if (info.imageView != VK_NULL_HANDLE && info.sampler != VK_NULL_HANDLE)
{
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
static_cast<uint32_t>(i),
0,
1,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
&info,
nullptr,
nullptr};
}
}
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
0,
0,
static_cast<u32>(NUM_PIXEL_SHADER_SAMPLERS),
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
m_bindings.ps_samplers.data(),
nullptr,
nullptr};
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS] = set;
m_dirty_flags |= DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
if (m_bbox_enabled &&
(m_dirty_flags & DIRTY_FLAG_PS_SSBO ||
if ((m_dirty_flags & DIRTY_FLAG_PS_SSBO ||
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE))
{
VkDescriptorSetLayout layout =

View File

@ -16,6 +16,8 @@
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
namespace Vulkan
@ -60,6 +62,7 @@ public:
void SetBlendState(const BlendingState& state);
bool CheckForShaderChanges(u32 gx_primitive_type);
void ClearShaders();
void UpdateVertexShaderConstants();
void UpdateGeometryShaderConstants();
@ -159,8 +162,8 @@ private:
DIRTY_FLAG_DESCRIPTOR_SET_BINDING = (1 << 11),
DIRTY_FLAG_PIPELINE_BINDING = (1 << 12),
DIRTY_FLAG_ALL_DESCRIPTOR_SETS =
DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
DIRTY_FLAG_ALL_DESCRIPTOR_SETS = DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO |
DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
};
bool Initialize();
@ -178,9 +181,15 @@ private:
// Obtains a Vulkan pipeline object for the specified pipeline configuration.
// Also adds this pipeline configuration to the UID cache if it is not present already.
VkPipeline GetPipelineAndCacheUID(const PipelineInfo& info);
VkPipeline GetPipelineAndCacheUID();
// Are bounding box ubershaders enabled? If so, we need to ensure the SSBO is set up,
// since the bbox writes are determined by a uniform.
bool IsSSBODescriptorRequired() const;
bool UpdatePipeline();
void UpdatePipelineLayout();
void UpdatePipelineVertexFormat();
bool UpdateDescriptorSet();
// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
@ -203,10 +212,14 @@ private:
VertexShaderUid m_vs_uid = {};
GeometryShaderUid m_gs_uid = {};
PixelShaderUid m_ps_uid = {};
UberShader::VertexShaderUid m_uber_vs_uid = {};
UberShader::PixelShaderUid m_uber_ps_uid = {};
bool m_using_ubershaders = false;
// pipeline state
PipelineInfo m_pipeline_state = {};
VkPipeline m_pipeline_object = VK_NULL_HANDLE;
const VertexFormat* m_vertex_format = nullptr;
// shader bindings
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};

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@ -575,8 +575,7 @@ void UtilityShaderDraw::BindDescriptors()
{
// TODO: This method is a mess, clean it up
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> bind_descriptor_sets = {};
std::array<VkWriteDescriptorSet, NUM_UBO_DESCRIPTOR_SET_BINDINGS + NUM_PIXEL_SHADER_SAMPLERS>
set_writes = {};
std::array<VkWriteDescriptorSet, NUM_UBO_DESCRIPTOR_SET_BINDINGS + 1> set_writes = {};
uint32_t num_set_writes = 0;
VkDescriptorBufferInfo dummy_uniform_buffer = {
@ -633,29 +632,32 @@ void UtilityShaderDraw::BindDescriptors()
// Check if we have any at all, skip the binding process entirely if we don't
if (first_active_sampler != NUM_PIXEL_SHADER_SAMPLERS)
{
// We need to fill it with non-empty images.
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
{
if (m_ps_samplers[i].imageView == VK_NULL_HANDLE)
{
m_ps_samplers[i].imageView = g_object_cache->GetDummyImageView();
m_ps_samplers[i].sampler = g_object_cache->GetPointSampler();
}
}
// Allocate a new descriptor set
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
if (set == VK_NULL_HANDLE)
PanicAlert("Failed to allocate descriptor set for utility draw");
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
{
const VkDescriptorImageInfo& info = m_ps_samplers[i];
if (info.imageView != VK_NULL_HANDLE && info.sampler != VK_NULL_HANDLE)
{
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
static_cast<uint32_t>(i),
0,
1,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
&info,
nullptr,
nullptr};
}
}
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
0,
0,
static_cast<u32>(NUM_PIXEL_SHADER_SAMPLERS),
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
m_ps_samplers.data(),
nullptr,
nullptr};
bind_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS] = set;
}

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@ -53,17 +53,9 @@ VertexFormat::VertexFormat(const PortableVertexDeclaration& in_vtx_decl)
SetupInputState();
}
VertexFormat* VertexFormat::GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl)
const VkPipelineVertexInputStateCreateInfo& VertexFormat::GetVertexInputStateInfo() const
{
auto vertex_format_map = VertexLoaderManager::GetNativeVertexFormatMap();
auto iter = vertex_format_map->find(decl);
if (iter == vertex_format_map->end())
{
auto ipair = vertex_format_map->emplace(decl, std::make_unique<VertexFormat>(decl));
iter = ipair.first;
}
return static_cast<VertexFormat*>(iter->second.get());
return m_input_state_info;
}
void VertexFormat::MapAttributes()

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@ -16,16 +16,8 @@ class VertexFormat : public ::NativeVertexFormat
public:
VertexFormat(const PortableVertexDeclaration& in_vtx_decl);
// Creates or obtains a pointer to a VertexFormat representing decl.
// If this results in a VertexFormat being created, if the game later uses a matching vertex
// declaration, the one that was previously created will be used.
static VertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl);
// Passed to pipeline state creation
const VkPipelineVertexInputStateCreateInfo& GetVertexInputStateInfo() const
{
return m_input_state_info;
}
const VkPipelineVertexInputStateCreateInfo& GetVertexInputStateInfo() const;
// Converting PortableVertexDeclaration -> Vulkan types
void MapAttributes();

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@ -253,6 +253,7 @@ bool VideoBackend::Initialize(void* window_handle)
g_renderer.reset();
StateTracker::DestroyInstance();
g_framebuffer_manager.reset();
g_shader_cache->Shutdown();
g_shader_cache.reset();
g_object_cache.reset();
g_command_buffer_mgr.reset();
@ -262,6 +263,11 @@ bool VideoBackend::Initialize(void* window_handle)
return false;
}
// Lastly, precompile ubershaders, if requested.
// This has to be done after the texture cache and shader cache are initialized.
if (g_ActiveConfig.CanPrecompileUberShaders())
g_shader_cache->PrecompileUberShaders();
return true;
}
@ -293,6 +299,7 @@ void VideoBackend::Shutdown()
void VideoBackend::Video_Cleanup()
{
g_command_buffer_mgr->WaitForGPUIdle();
g_shader_cache->Shutdown();
// Save all cached pipelines out to disk for next time.
if (g_ActiveConfig.bShaderCache)

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@ -354,21 +354,10 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, bool boundin
"int3 iround(float3 x) { return int3(round(x)); }\n"
"int4 iround(float4 x) { return int4(round(x)); }\n\n");
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
}
else if (ApiType == APIType::Vulkan)
{
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
out.Write("SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n");
out.Write("SAMPLER_BINDING(2) uniform sampler2DArray samp2;\n");
out.Write("SAMPLER_BINDING(3) uniform sampler2DArray samp3;\n");
out.Write("SAMPLER_BINDING(4) uniform sampler2DArray samp4;\n");
out.Write("SAMPLER_BINDING(5) uniform sampler2DArray samp5;\n");
out.Write("SAMPLER_BINDING(6) uniform sampler2DArray samp6;\n");
out.Write("SAMPLER_BINDING(7) uniform sampler2DArray samp7;\n");
}
else // D3D
{
// Declare samplers
@ -1191,11 +1180,6 @@ static void SampleTexture(ShaderCode& out, const char* texcoords, const char* te
"[%d].xy, %s))).%s;\n",
texmap, texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
}
else if (ApiType == APIType::Vulkan)
{
out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
}
else
{
out.Write("iround(255.0 * texture(samp[%d], float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",

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@ -44,13 +44,6 @@ static VertexLoaderMap s_vertex_loader_map;
u8* cached_arraybases[12];
// Used in the Vulkan backend
NativeVertexFormatMap* GetNativeVertexFormatMap()
{
return &s_native_vertex_map;
}
void Init()
{
MarkAllDirty();

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@ -24,8 +24,6 @@ void Clear();
void MarkAllDirty();
NativeVertexFormatMap* GetNativeVertexFormatMap();
// Creates or obtains a pointer to a VertexFormat representing decl.
// If this results in a VertexFormat being created, if the game later uses a matching vertex
// declaration, the one that was previously created will be used.