Vulkan: Reload pipeline cache when relevant host config changes

This commit is contained in:
Stenzek 2017-06-24 19:58:14 +10:00
parent a8343cc19a
commit b380f292b4
5 changed files with 67 additions and 28 deletions

View File

@ -446,10 +446,14 @@ void ObjectCache::ClearPipelineCache()
m_compute_pipeline_objects.clear();
}
std::string ObjectCache::GetDiskCacheFileName(const char* type)
std::string ObjectCache::GetDiskCacheFileName(const char* type, bool include_gameid,
bool include_host_config)
{
return StringFromFormat("%svulkan-%s-%s.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str(), type);
return StringFromFormat(
"%svulkan-%s%s%s%s%s.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(), type,
include_gameid ? "-" : "", include_gameid ? SConfig::GetInstance().GetGameID().c_str() : "",
include_host_config ? "-" : "",
include_host_config ? g_ActiveConfig.GetHostConfigFilename().c_str() : "");
}
class PipelineCacheReadCallback : public LinearDiskCacheReader<u32, u8>
@ -475,7 +479,10 @@ public:
bool ObjectCache::CreatePipelineCache()
{
m_pipeline_cache_filename = GetDiskCacheFileName("pipeline");
// Vulkan pipeline caches can be shared between games for shader compile time reduction.
// This assumes that drivers don't create all pipelines in the cache on load time, only
// when a lookup occurs that matches a pipeline (or pipeline data) in the cache.
m_pipeline_cache_filename = GetDiskCacheFileName("pipeline", false, true);
VkPipelineCacheCreateInfo info = {
VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO, // VkStructureType sType
@ -498,7 +505,7 @@ bool ObjectCache::LoadPipelineCache()
{
// We have to keep the pipeline cache file name around since when we save it
// we delete the old one, by which time the game's unique ID is already cleared.
m_pipeline_cache_filename = GetDiskCacheFileName("pipeline");
m_pipeline_cache_filename = GetDiskCacheFileName("pipeline", false, true);
std::vector<u8> disk_data;
LinearDiskCache<u32, u8> disk_cache;
@ -664,15 +671,15 @@ struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
void ObjectCache::LoadShaderCaches()
{
ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
m_vs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("vs"), vs_reader);
m_vs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("vs", true, true), vs_reader);
ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
m_ps_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("ps"), ps_reader);
m_ps_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("ps", true, true), ps_reader);
if (g_vulkan_context->SupportsGeometryShaders())
{
ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
m_gs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("gs"), gs_reader);
m_gs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("gs", true, true), gs_reader);
}
SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
@ -684,6 +691,7 @@ void ObjectCache::LoadShaderCaches()
template <typename T>
static void DestroyShaderCache(T& cache)
{
cache.disk_cache.Sync();
cache.disk_cache.Close();
for (const auto& it : cache.shader_map)
{
@ -825,6 +833,23 @@ void ObjectCache::RecompileSharedShaders()
PanicAlert("Failed to recompile shared shaders.");
}
void ObjectCache::ReloadShaderAndPipelineCaches()
{
SavePipelineCache();
DestroyShaderCaches();
DestroyPipelineCache();
if (g_ActiveConfig.bShaderCache)
{
LoadShaderCaches();
LoadPipelineCache();
}
else
{
CreatePipelineCache();
}
}
bool ObjectCache::CreateDescriptorSetLayouts()
{
static const VkDescriptorSetLayoutBinding ubo_set_bindings[] = {

View File

@ -154,13 +154,16 @@ public:
// Recompile shared shaders, call when stereo mode changes.
void RecompileSharedShaders();
// Reload pipeline cache. This will destroy all pipelines.
void ReloadShaderAndPipelineCaches();
// Shared shader accessors
VkShaderModule GetScreenQuadVertexShader() const { return m_screen_quad_vertex_shader; }
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; }
// Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline).
std::string GetDiskCacheFileName(const char* type);
std::string GetDiskCacheFileName(const char* type, bool include_gameid, bool include_host_config);
private:
bool CreatePipelineCache();

View File

@ -114,7 +114,7 @@ bool Renderer::Initialize()
}
// Ensure all pipelines previously used by the game have been created.
StateTracker::GetInstance()->LoadPipelineUIDCache();
StateTracker::GetInstance()->ReloadPipelineUIDCache();
// Initialize post processing.
m_post_processor = std::make_unique<VulkanPostProcessing>();
@ -1126,13 +1126,11 @@ void Renderer::CheckForSurfaceChange()
void Renderer::CheckForConfigChanges()
{
// Save the video config so we can compare against to determine which settings have changed.
u32 old_multisamples = g_ActiveConfig.iMultisamples;
u32 old_host_bits = g_ActiveConfig.GetHostConfigBits();
int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
int old_stereo_mode = g_ActiveConfig.iStereoMode;
int old_aspect_ratio = g_ActiveConfig.iAspectRatio;
int old_efb_scale = g_ActiveConfig.iEFBScale;
bool old_force_filtering = g_ActiveConfig.bForceFiltering;
bool old_ssaa = g_ActiveConfig.bSSAA;
bool old_use_xfb = g_ActiveConfig.bUseXFB;
bool old_use_realxfb = g_ActiveConfig.bUseRealXFB;
@ -1142,11 +1140,9 @@ void Renderer::CheckForConfigChanges()
UpdateActiveConfig();
// Determine which (if any) settings have changed.
bool msaa_changed = old_multisamples != g_ActiveConfig.iMultisamples;
bool ssaa_changed = old_ssaa != g_ActiveConfig.bSSAA;
bool host_bits_changed = old_host_bits != g_ActiveConfig.GetHostConfigBits();
bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
bool force_texture_filtering_changed = old_force_filtering != g_ActiveConfig.bForceFiltering;
bool stereo_changed = old_stereo_mode != g_ActiveConfig.iStereoMode;
bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale;
bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
bool use_xfb_changed = old_use_xfb != g_ActiveConfig.bUseXFB;
@ -1164,23 +1160,21 @@ void Renderer::CheckForConfigChanges()
// MSAA samples changed, we need to recreate the EFB render pass.
// If the stereoscopy mode changed, we need to recreate the buffers as well.
if (msaa_changed || stereo_changed)
// SSAA changed on/off, we have to recompile shaders.
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
if (host_bits_changed)
{
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
g_command_buffer_mgr->WaitForGPUIdle();
FramebufferManager::GetInstance()->RecreateRenderPass();
FramebufferManager::GetInstance()->ResizeEFBTextures();
BindEFBToStateTracker();
}
// SSAA changed on/off, we can leave the buffers/render pass, but have to recompile shaders.
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
if (msaa_changed || ssaa_changed || stereo_changed)
{
g_command_buffer_mgr->WaitForGPUIdle();
RecompileShaders();
FramebufferManager::GetInstance()->RecompileShaders();
g_object_cache->ReloadShaderAndPipelineCaches();
g_object_cache->RecompileSharedShaders();
StateTracker::GetInstance()->LoadPipelineUIDCache();
StateTracker::GetInstance()->InvalidateShaderPointers();
StateTracker::GetInstance()->ReloadPipelineUIDCache();
}
// For vsync, we need to change the present mode, which means recreating the swap chain.

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@ -115,7 +115,20 @@ bool StateTracker::Initialize()
return true;
}
void StateTracker::LoadPipelineUIDCache()
void StateTracker::InvalidateShaderPointers()
{
// Clear UIDs, forcing a false match next time.
m_vs_uid = {};
m_gs_uid = {};
m_ps_uid = {};
// Invalidate shader pointers.
m_pipeline_state.vs = VK_NULL_HANDLE;
m_pipeline_state.gs = VK_NULL_HANDLE;
m_pipeline_state.ps = VK_NULL_HANDLE;
}
void StateTracker::ReloadPipelineUIDCache()
{
class PipelineInserter final : public LinearDiskCacheReader<SerializedPipelineUID, u32>
{
@ -130,7 +143,8 @@ void StateTracker::LoadPipelineUIDCache()
StateTracker* this_ptr;
};
std::string filename = g_object_cache->GetDiskCacheFileName("pipeline-uid");
// UID caches don't contain any host state, so use a single uid cache per gameid.
std::string filename = g_object_cache->GetDiskCacheFileName("pipeline-uid", true, false);
PipelineInserter inserter(this);
// OpenAndRead calls Close() first, which will flush all data to disk when reloading.

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@ -117,7 +117,10 @@ public:
bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
// Reloads the UID cache, ensuring all pipelines used by the game so far have been created.
void LoadPipelineUIDCache();
void ReloadPipelineUIDCache();
// Clears shader pointers, ensuring that now-deleted modules are not used.
void InvalidateShaderPointers();
private:
// Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.